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All Foil Partial Card Ratings (Page 4)
1.
Only new cards and those with
updated text that changes how they work are included below.
2.
HISU-EN
info:
https://yugipedia.com/wiki/Hidden_Summoners
3. FUEN-EN info: https://yugipedia.com/wiki/FUEN |
Hidden
Summoners (HISU-EN056) Circle of the Fire Kings SPELL / Quick-Play Spell Target 1 FIRE monster you control and 1 FIRE monster in your GY; destroy that monster you control, and if you do, Special Summon that other monster from your GY. You can only activate 1 "Circle of the Fire Kings" per turn. (Super Rare) |
Rating: 2 out of 5 A bit like Big Wave Small Wave (#46), but only 1 can be Special Summoned. |
Hidden
Summoners (HISU-EN055) Onslaught of the Fire Kings SPELL / Normal Spell If your opponent controls a monster and you control no monsters: Special Summon 1 FIRE Beast, Beast-Warrior, or Winged Beast-Type monster from your Deck. Its effects are negated and it is destroyed during the End Phase. You can only activate 1 "Onslaught of the Fire Kings" per turn. (Super Rare) |
Rating: 1 out of 5 Already too strict, and it also takes away their effects. |
Hidden
Summoners (HISU-EN051) Gold Sarcophagus SPELL / Normal Spell Banish 1 card from your Deck, face-up. During your second Standby Phase after this card's activation, add that card to the hand. (Secret Rare) |
Rating: 2 out of 5 Gets any card you want, but it's quite slow and the new card will likely be anticipated. |
Hidden
Summoners (HISU-EN039) Mayakashi Metamorphosis TRAP / Normal Trap Discard 1 card, then target 1 of your "Mayakashi" monsters that is banished or in your GY; Special Summon it. Your opponent cannot target it with card effects this turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except "Mayakashi" monsters. You can only activate 1 "Mayakashi Metamorphosis" per turn. (Super Rare) |
Rating: 1 out of 5 They've gotten a member in just about everything and none of them stack up well. |
Hidden
Summoners (HISU-EN038) Mayakashi Return SPELL / Normal Spell Take 1 "Mayakashi" card from your Deck, except "Mayakashi Return", and either add it to your hand or send it to the GY. You can only activate 1 "Mayakashi Return" per turn. (Secret Rare) |
Rating: 1 out of 5 Return the entire Deck back to where it came from. |
Hidden
Summoners (HISU-EN037) Yuki-Onna, the Ice Mayakashi WATER / Link Monster / ATK 1900 / Link-2 Links: Bottom Corners (Zombie / Link / Effect) 2 "Mayakashi" monsters You can only control 1 "Yuki-Onna, the Ice Mayakashi". While this card points to a Synchro Monster(s), your opponent's monsters cannot target this card for attacks. If a Synchro Monster(s) in your possession is destroyed by battle or an opponent's card effect while this card is on the field: You can target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn. You can only use this effect of "Yuki-Onna, the Ice Mayakashi" once per turn. (Secret Rare) |
Rating: 1 out of 5 They're slipping on it, which explains why so many properties are bad. |
Hidden
Summoners (HISU-EN036) Gashadokuro, the Skeletal Mayakashi DARK / Synchro Monster / Level 11 / ATK 3300 / DEF 2600 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Gashadokuro, the Skeletal Mayakashi". You can only use each of these effects of "Gashadokuro, the Skeletal Mayakashi" once per turn. ● If a Link Monster in your possession is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can activate this effect; this turn, this face-up card is unaffected by other cards' effects. (Secret Rare) |
Rating: 2 out of 5 Reviving it any which way will allow its protection to kick in, but only for a single turn and it's Level 11. |
Hidden
Summoners (HISU-EN035) Yoko, the Graceful Mayakashi FIRE / Synchro Monster / Level 9 / ATK 2900 / DEF 2400 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Yoko, the Graceful Mayakashi". You can only use each of these effects of "Yoko, the Graceful Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 11 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can destroy 1 monster your opponent controls. (Secret Rare) |
Rating: 1 out of 5 Level 11 is about as "abundant" as Level 12, and this only works with Synchros. |
Hidden
Summoners (HISU-EN034) Tengu, the Winged Mayakashi WIND / Synchro Monster / Level 7 / ATK 2600 / DEF 1500 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Tengu, the Winged Mayakashi". You can only use each of these effects of "Tengu, the Winged Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 9 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can destroy 1 Spell/Trap your opponent controls. (Secret Rare) |
Rating: 1 out of 5 So specific, and the effects are so long there's an actual slash after the Synchro Materials. |
Hidden
Summoners (HISU-EN033) Tsuchigumo, the Poisonous Mayakashi EARTH / Synchro Monster / Level 5 / ATK 2000 / DEF 1800 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Tsuchigumo, the Poisonous Mayakashi". You can only use each of these effects of "Tsuchigumo, the Poisonous Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 7 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can have each player send the top 3 cards from their Deck to the GY. (Secret Rare) |
Rating: 1 out of 5 Vennominaga (#13) is more poisonous than this and actually capable of winning a Duel. |
Hidden
Summoners (HISU-EN032) Obor-Guruma, the Wheeled Mayakashi EARTH / Synchro Monster / Level 3 / ATK 800 / DEF 2100 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Oboro-Guruma, the Wheeled Mayakashi". You can only use each of these effects of "Oboro-Guruma, the Wheeled Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 5 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can activate this effect; this turn, your monsters cannot be destroyed by battle. (Secret Rare) |
Rating: 2 out of 5 Doomkaiser Dragon (#43) can revive this and be protected, but only from battle the turn it's revived. |
Hidden
Summoners (HISU-EN031) Yasha, the Skeletal Mayakashi DARK / Effect Monster / Level 5 / ATK 2000 / DEF 0 (Zombie / Effect) You can discard 1 other "Mayakashi" monster; Special Summon this card from your hand. You can only use this effect of "Yasha, the Skeletal Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. (Super Rare) |
Rating: 1 out of 5 Ouch. The Tricky (#90) is looking a whole lot better after seeing this garbage. |
Hidden
Summoners (HISU-EN030) Shafu, the Wheeled Mayakashi EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 400 (Zombie / Effect) If this card is Normal or Special Summoned: You can target 1 "Mayakashi" monster in your GY, except "Shafu, the Wheeled Mayakashi"; Special Summon it in Defense Position, but negate its effects. You can only use this effect of "Shafu, the Wheeled Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. (Secret Rare) |
Rating: 1 out of 5 Same stats as Marauding Captain (5DS1 #18), but it's far worse. |
Hidden
Summoners (HISU-EN029) Hajun, the Winged Mayakashi WIND / Effect Monster / Level 1 / ATK 600 / DEF 400 (Zombie / Effect) If this card is Normal or Special Summoned: You can Special Summon 1 "Mayakashi" monster from your Deck, except "Hajun, the Winged Mayakashi". You can only use this effect of "Hajun, the Winged Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. (Secret Rare) |
Rating: 1 out of 5 Was already poor without that restraint at the end. |
Hidden
Summoners (HISU-EN028) Tsukahagi, the Poisonous Mayakashi EARTH / Effect Monster / Level 2 / ATK 0 / DEF 2000 (Zombie / Tuner / Effect) You can only control 1 "Tsukahagi, the Poisonous Mayakashi". If a "Mayakashi" monster(s) in your possession, except "Tsukahagi, the Poisonous Mayakashi", is destroyed by battle or an opponent's card effect, while this card is in the GY: You can Special Summon this card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Mayakashi" monsters. (Super Rare) |
Rating: 1 out of 5 Take notes, you newcomers. Don't limit yourself to just 1 copy on the field if you want a good rating. |
Hidden
Summoners (HISU-EN027) Dakki, the Graceful Mayakashi FIRE / Effect Monster / Level 3 / ATK 1000 / DEF 0 (Zombie / Tuner / Effect) You can only control 1 "Dakki, the Graceful Mayakashi". When a "Mayakashi" monster(s) is Special Summoned to your field from the Extra Deck, while this card is in the GY (except during the Damage Step): You can Special Summon this card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Mayakashi" monsters. (Secret Rare) |
Rating: 1 out of 5 Plenty of Tuners (5DS1 #13) exist that aren't limited to 1 copy on the owner's field. |
Hidden
Summoners (HISU-EN026) Prank-Kids Plan TRAP / Continuous Trap During the Main Phase: You can activate this effect; immediately after this effect resolves, Link Summon 1 "Prank-Kids" Link Monster using "Prank-Kids" monsters you control as material. When an opponent's monster declares an attack: You can banish this card from your GY; shuffle any number of "Prank-Kids" cards from your GY into the Deck, and if you do, that attacking monster loses 100 ATK for each card shuffled, until the end of this turn. You can only use each effect of "Prank-Kids Plan" once per turn. (Super Rare) |
Rating: 1 out of 5 A poorly executed plan to Link Summon or weakn an opponent's monster. |
Hidden
Summoners (HISU-EN025) Prank-Kids Pandemonium SPELL / Quick-Play Spell During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters. (Super Rare) |
Rating: 1 out of 5 If you're letting them loose in the house, give yourself a time out. |
Hidden
Summoners (HISU-EN024) Prank-Kids Pranks SPELL / Continuous Spell You can discard 1 "Prank-Kids" card; Special Summon 1 "Prank-Kids Token" (Pyro/FIRE/ Level 1/ATK 0/DEF 0), but it cannot be Tributed. During your End Phase: You can target 3 "Prank-Kids" cards in your GY, except "Prank-Kids Pranks"; shuffle all 3 into the Deck, then draw 1 card. You can only use each effect of "Prank-Kids Pranks" once per turn. (Super Rare) |
Rating: 1 out of 5 Pranks for nothing, Konami. |
Hidden
Summoners (HISU-EN023) Prank-Kids Place SPELL / Field Spell When this card is activated: You can add 1 "Prank-Kids" monster from your Deck to your hand. Once per turn, if you Fusion Summon a "Prank-Kids" Fusion Monster (except during the Damage Step): You can have all monsters you control gain 500 ATK (even if this card leaves the field). Once per turn, if you Link Summon a "Prank-Kids" Link Monster (except during the Damage Step): You can have all monsters your opponent controls lose 500 ATK (even if this card leaves the field). You can only activate 1 "Prank-Kids Place" per turn. (Secret Rare) |
Rating: 1 out of 5 Won't be long before stronger monsters put them there. |
Hidden
Summoners (HISU-EN022) Prank-Kids Rip-Roarin-Roaster WATER / Link Monster / ATK 3000 / Link-4 Links: All 4 Center Arrows (Aqua / Link / Effect) 2 Mayakashi" monsters You can only control 1 "Yuki-Onna, the Ice Mayakashi". While this card points to a Synchro Monster(s), your opponent's monsters cannot target this card for attacks. If a Synchro Monster(s) in your possession is destroyed by battle or an opponent's card effect while this card is on the field: You can target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn. You can only use this effect of "Yuki-Onna, the Ice Mayakashi" once per turn. (Secret Rare) |
Rating: 1 out of 5 Their pranks here cost you a Link-4 that can't be revived just to mimic Harpie's Feather Duster. |
Hidden
Summoners (HISU-EN021) Prank-Kids Bow-Wow-Bark FIRE / Link Monster / ATK 2000 / Link-2 Links: Right and Bottom (Pyro / Link / Effect) 2 "Prank-Kids" monsters A "Prank-Kids" monster this card points to gains 1000 ATK. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand, also "Prank-Kids" monsters you control cannot be destroyed by your opponent's card effects this turn. You can only use this effect of "Prank-Kids Bow-Wow-Bark" once per turn. (Super Rare) |
Rating: 1 out of 5 Hieratics (#82) seem to have a fanbase because these guys are doing half of what those guys did years ago. |
Hidden
Summoners (HISU-EN020) Prank-Kids Dodo-Doodle-Doo WIND / Link Monster / ATK 2000 / Link-2 Links: Left and Bottom (Thunder / Link / Effect) 2 "Prank-Kids" monsters If this card is Link Summoned: You can add 1 "Prank-Kids" Spell/Trap from your Deck to your hand. You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand. You can only use each effect of "Prank-Kids Dodo-Doodle-Doo" once per turn. (Secret Rare) |
Rating: 1 out of 5 This dodo really is sacrificial. Put it out to pasture. |
Hidden
Summoners (HISU-EN019) Prank-Kids Battle Butler WIND / Fusion Monster / Level 10 / ATK 3000 / DEF 3000 (Thunder / Fusion / Effect) "Prank-Kids Lampsies" + "Prank-Kids Dropsies" + "Prank-Kids Fansies" Must be Fusion Summoned. (Quick Effect): You can Tribute this card; destroy all monsters your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 non-Fusion Monster in your GY; Special Summon it. You can only use this effect of "Prank-Kids Battle Butler" once per turn. (Secret Rare) |
Rating: 1 out of 5 For even less cards and 2000 Life Points, you can use Demise (#35) and nuke almost the entire field. |
Hidden
Summoners (HISU-EN018) Prank-Kids Weather Washer WATER / Fusion Monster / Level 5 / ATK 2000 / DEF 0 (Aqua / Fusion / Effect) 2 "Prank-Kids" monsters If your "Prank-Kids" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them. They cannot be destroyed by battle this turn. You can only use this effect of "Prank-Kids Weather Washer" once per turn. (Super Rare) |
Rating: 1 out of 5 Basically a worse and more effort Ancient Gear Beast. (#7) |
Hidden
Summoners (HISU-EN017) Prank-Kids Rocket Ride FIRE / Fusion Monster / Level 5 / ATK 2000 / DEF 0 (Pyro / Fusion / Effect) 2 "Prank-Kids" monsters If this card is Fusion Summoned: You can have this card lose 1000 ATK this turn, also it can attack directly this turn. You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them, but they cannot attack this turn. You can only use each effect of "Prank-Kids Rocket Ride" once per turn. (Super Rare) |
Rating: 1 out of 5 Hang on tight. It's going to spin at approximately 2 revolutions per minute. |
Hidden
Summoners (HISU-EN016) Prank-Kids Dropsies WATER / Effect Monster / Level 2 / ATK 1000 / DEF 1000 (Aqua / Effect) If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can gain 1000 LP, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Dropsies". You can only use this effect of "Prank-Kids Dropsies" once per turn. (Super Rare) |
Rating: 1 out of 5 We now know what Bubbleman would've been like as a kid. |
Hidden
Summoners (HISU-EN015) Prank-Kids Lampsies FIRE / Effect Monster / Level 3 / ATK 1500 / DEF 500 (Pyro / Effect) If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can inflict 500 damage to your opponent, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Lampsies". You can only use this effect of "Prank-Kids Lampsies" once per turn. (Super Rare) |
Rating: 1 out of 5 Turns off the second you turn it on. |
Hidden
Summoners (HISU-EN014) Prank-Kids Fansies WIND / Effect Monster / Level 1 / ATK 0 / DEF 2000 (Thunder / Effect) If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can send 1 "Prank-Kids" card from your Deck to the GY, except "Prank-Kids Fansies", then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Fansies". You can only use this effect of "Prank-Kids Fansies" once per turn. (Super Rare) |
Rating: 2 out of 5 This is on the high end of the ratings unfortunately. |
Hidden
Summoners (HISU-EN011) Awakening of Nephthys TRAP / Continuous Trap All "Nephthys" monsters you control gain 300 ATK. If this face-up card in the Spell & Trap Zone is destroyed by card effect and sent to the GY: You can Special Summon 1 "Nephthys" monster from your hand, Deck, or GY, but destroy it during the End Phase. You can only use this effect of "Awakening of Nephthys" once per turn. (Super Rare) |
Rating: 1 out of 5 They awoke with card #1, but they're putting me to sleep with how dull their effects are. |
Hidden
Summoners (HISU-EN010) Last Hope of Nephthys SPELL / Normal Spell Target 1 "Nephthys" card you control and 1 card your opponent controls; destroy them. You can only activate 1 "Last Hope of Nephthys" per turn. (Super Rare) |
Rating: 1 out of 5 All hope for a 3 or higher was lost pretty much out of the gates. |
Hidden
Summoners (HISU-EN009) Rebirth of Nephthys SPELL / Ritual Spell This card can be used to Ritual Summon any "Nephthys" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then, if you Tributed "Devotee of Nephthys" or "Cerulean Sacred Phoenix of Nephthys", you can destroy 1 card on the field. (Super Rare) |
Rating: 1 out of 5 Konami did revive them, but look how they turned out, mediocre at best. |
Hidden
Summoners (HISU-EN008) Nephthys, the Sacred Flame FIRE / Link Monster / ATK 2400 / Link-3 Links: All 3 Bottom Arrows (Winged Beast / Link / Effect) 2 "Prank-Kids" monsters A "Prank-Kids" monster this card points to gains 1000 ATK. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand, also "Prank-Kids" monsters you control cannot be destroyed by your opponent's card effects this turn. You can only use this effect of "Prank-Kids Bow-Wow-Bark" once per turn. (Super Rare) |
Rating: 1 out of 5 If I'm going to put in the extra work for a Link-3, the effects need to be stepped up to 11. |
Hidden
Summoners (HISU-EN007) Nephthys, the Sacred Preserver FIRE / Link Monster / ATK 1200 / Link-2 Links: Bottom and Bottom-Right (Winged Beast / Link / Effect) 2 "Nephthys" monsters You can only use the following effect of "Nephthys, the Sacred Preserver" once per turn. During your Main Phase, if this card was Link Summoned: You can activate 1 of these effects; ● Add 1 Level 8 Winged Beast monster from your Deck to your hand, then you can add 1 Ritual Spell from your GY to your hand. ● Destroy 1 "Nephthys" monster this card points to, and Special Summon 1 "Nephthys" monster with a different original name from your GY, but negate its effects. (Secret Rare) |
Rating: 1 out of 5 Preserve what, your time on the field? Not with only 1200 ATK and those effects. |
Hidden
Summoners (HISU-EN006) Cerulean Sacred Phoenix of Nephthys FIRE / Ritual Monster / Level 8 / ATK 3000 / DEF 1000 (Winged Beast / Ritual / Effect) You can Ritual Summon this card with "Rebirth of Nephthys". You can only use each of the following effects of "Cerulean Sacred Phoenix of Nephthys" once per turn. ● During your Main Phase: You can destroy "Nephthys" cards in your hand and/or face-up field, then destroy an equal number of monsters your opponent controls. ● During your next Standby Phase after this card was destroyed by battle or card effect and sent to the GY: You can Special Summon this card from the GY. (Secret Rare) |
Rating: 1 out of 5 Must be from Cerulean City as a Gym Leader, but even beginners will earn the badge. |
Hidden
Summoners (HISU-EN005) Devotee of Nephthys WIND / Ritual Monster / Level 2 / ATK 1200 / DEF 1200 (Spellcaster / Ritual / Effect) You can Ritual Summon this card with "Rebirth of Nephthys". You can only use each of the following effects of "Devotee of Nephthys" once per turn. ● If this card is Ritual Summoned: You can Special Summon 1 "Nephthys" monster from your Deck, also destroy this card during the End Phase of this turn. ● If this card is in your GY: You can destroy 1 "Nephthys" card in your hand, and if you do, Special Summon this card. (Secret Rare) |
Rating: 1 out of 5 Devoted to wasting your resources just so it can prove useless on the field. |
Hidden
Summoners (HISU-EN004) Defender of Nephthys WIND / Effect Monster / Level 2 / ATK 1400 / DEF 200 (Spellcaster / Effect) During your Main Phase: You can destroy 1 card in your hand, and if you do, Special Summon 1 Level 4 or lower "Nephthys" monster from your hand, except "Defender of Nephthys". During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can destroy 1 "Nephthys" monster in your Deck, except "Defender of Nephthys". You can only use each effect of "Defender of Nephthys" once per turn. (Super Rare) |
Rating: 1 out of 5 Seems like it has ties to the bad cards in The Lost Millennium. |
Hidden
Summoners (HISU-EN003) Chronicler of Nephthys WIND / Effect Monster / Level 2 / ATK 300 / DEF 1200 (Spellcaster / Effect) You can target 1 "Nephthys" card in your GY, except "Chronicler of Nephthys"; destroy 1 card in your hand, and if you do, add that target to your hand. During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can add 1 "Nephthys" card from your GY to your hand, except "Chronicler of Nephthys". You can only use each effect of "Chronicler of Nephthys" once per turn. (Super Rare) |
Rating: 1 out of 5 Blink and you'll miss their microsecond of time on the field. |
Hidden
Summoners (HISU-EN002) Disciple of Nephthys WIND / Effect Monster / Level 2 / ATK 0 / DEF 2000 (Spellcaster / Effect) During your Main Phase: You can destroy 1 card in your hand, and if you do, add 1 "Nephthys" monster from your Deck to your hand, except "Disciple of Nephthys". During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can add 1 "Nephthys" Spell/Trap from your Deck to your hand. You can only use each effect of "Disciple of Nephthys" once per turn. (Secret Rare) |
Rating: 2 out of 5 So card destruction is their game, but only to other members, and this has only 2000 DEF to use. |
Hidden
Summoners (HISU-EN001) Matriarch of Nephthys WIND / Effect Monster / Level 2 / ATK 600 / DEF 600 (Spellcaster / Effect) You can target 1 Level 4 or lower "Nephthys" monster in your GY, except "Matriarch of Nephthys"; destroy 1 card in your hand, and if you do, Special Summon that monster in Defense Position, but negate its effects. During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can Special Summon this card. You can only use each effect of "Matriarch of Nephthys" once per turn. (Super Rare) |
Rating: 1 out of 5 A new family for a monster originally (#5) from Flaming Eternity. Doesn't look like it's improved at all. |
Fusion
Enforcers (FUEN-EN037) Omega Summon TRAP / Normal Trap Target any number of your banished "Invoked" monsters with different names; Special Summon them in Defense Position. (Secret Rare) |
Rating: 1 out of 5 Invoked monsters don't really have any hidden powers to unlock. |
Fusion
Enforcers (FUEN-EN036) The Book of Law SPELL / Quick-Play Spell Tribute 1 "Invoked" monster; Special Summon 1 "Invoked" monster from your Extra Deck with a different original Attribute from that monster's. (This Special Summon is treated as a Fusion Summon.) You can only activate 1 "The Book of the Law" per turn. (Secret Rare) |
Rating: 1 out of 5 Ah yes, Metamorphosis, but even worse. |
Fusion
Enforcers (FUEN-EN035) Invocation SPELL / Normal Spell Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Materials. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's Graveyard as Fusion Materials. If this card is in your Graveyard: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn. (Secret Rare) |
Rating: 2 out of 5 It may be open to all Fusions, but Polymerization lacks the unnecessary fluff. |
Fusion
Enforcers (FUEN-EN034) Magical Meltdown SPELL / Field Spell When this card is activated: You can add 1 "Aleister the Invoker" from your Deck to your hand. The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. You can only activate 1 "Magical Meltdown" per turn. (Secret Rare) |
Rating: 2 out of 5 You can invoke better moves without Aleister at all. Still, this only protects cards related to Fusion Summons. |
Fusion
Enforcers (FUEN-EN033) Invoked Eleysium LIGHT / Fusion Monster / Level 10 / ATK 3200 / DEF 4000 (Fairy / Fusion / Effect) 1 "Invoked" monster + 1 monster that was Special Summoned from the Extra Deck Must first be Fusion Summoned with the above Fusion Materials. While face-up on the field, this card is also DARK, EARTH, WATER, FIRE, and WIND-Attribute. Once per turn, during either player's turn: You can target 1 "Invoked" monster you control or in your Graveyard; banish it and all monsters your opponent controls with the same Attribute as that monster. (Secret Rare) |
Rating: 1 out of 5 Use Lightning Vortex (#40) for the same effect while also removing face-up monsters of any Attribute. |
Fusion
Enforcers (FUEN-EN032) Invoked Mechaba LIGHT / Fusion Monster / Level 9 / ATK 2500 / DEF 2100 (Machine / Fusion / Effect) "Aleister the Invoker" + 1 LIGHT monster Once per turn, during either player's turn, when a Spell/Trap Card, or monster effect, is activated: You can send the same type of card (Monster, Spell, or Trap) from your hand to the Graveyard; negate the activation, and if you do, banish that card. (Secret Rare) |
Rating: 1 out of 5 Literally a weaker Arcana Knight Joker. (#90) |
Fusion
Enforcers (FUEN-EN031) Invoked Magellanica EARTH / Fusion Monster / Level 8 / ATK 3000 / DEF 3300 (Rock / Fusion) "Aleister the Invoker" + 1 EARTH monster (Secret Rare) |
Rating: 2 out of 5 Welcome back to the early days of Yu-Gi-Oh I guess. |
Fusion
Enforcers (FUEN-EN030) Invoked Puragtrio FIRE / Fusion Monster / Level 7 / ATK 2300 / DEF 2000 (Fiend / Fusion / Effect) "Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. (Secret Rare) |
Rating: 1 out of 5 You won't want to attack with this at all when it's this weak. |
Fusion
Enforcers (FUEN-EN029) Invoked Cocytus WATER / Fusion Monster / Level 6 / ATK 1800 / DEF 2900 (Dragon / Fusion / Effect) "Aleister the Invoker" + 1 WATER monster Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. This card can attack while in face-up Defense Position. If it does, apply its ATK for damage calculation. (Secret Rare) |
Rating: 2 out of 5 Not many monsters can attack while in Defense Mode (#13), and this has some protection too. |
Fusion
Enforcers (FUEN-EN028) Invoked Raidjin WIND / Fusion Monster / Level 5 / ATK 2200 / DEF 2400 (Warrior / Fusion / Effect) "Aleister the Invoker" + 1 WIND monster Once per turn, during either player's turn: You can target 1 face-up monster on the field; change it to face-down Defense Position. (Secret Rare) |
Rating: 1 out of 5 Book of Moon with legs, and more work. |
Fusion
Enforcers (FUEN-EN027) Invoked Caliga DARK / Fusion Monster / Level 4 / ATK 1000 / DEF 1800 (Beast / Fusion / Effect) "Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase. (Secret Rare) |
Rating: 1 out of 5 You don't need effects to beat this at all. |
Fusion
Enforcers (FUEN-EN026) Aleister the Invoker DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1800 (Spellcaster / Effect) During either player's turn: You can send this card from your hand to the Graveyard, then target 1 Fusion Monster you control; it gains 1000 ATK and DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand. (Super Rare) |
Rating: 2 out of 5 Can't invoke much of a strategy, except to defend your Life Points. |
Fusion
Enforcers (FUEN-EN022) Frightfur Tiger DARK / Fusion Monster / Level 6 / ATK 1900 / DEF 1200 (Fiend / Fusion / Effect) "Edge Imp Sabres" + 1 or more "Fluffal" monsters When this card is Fusion Summoned: You can target cards on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. All "Frightfur" monsters you control gain 300 ATK for each "Fluffal" monster and "Frightfur" monster you control. You can only control 1 "Frightfur Tiger". (Secret Rare) |
Rating: 1 out of 5 Another Tiger (#4) can beat this in 1 attack. Very little bite for a Frightfur. (#46) |
Fusion
Enforcers (FUEN-EN020) Frightfur Kraken WATER / Fusion Monster / Level 8 / ATK 2200 / DEF 3000 (Fiend / Fusion / Effect) 1 "Edge Imp" monster + 1 "Fluffal" monster Once per turn: You can target 1 monster your opponent controls; send it to the Graveyard. This card cannot attack directly the turn this effect is activated. This card can make a second attack during each Battle Phase. Once per turn, at the end of the Battle Phase, if this card battled: You can change this card to Defense Position. (Secret Rare) |
Rating: 2 out of 5 Relatively easy to Summon, but attacking multiple times is best for stronger (#6) monsters. |
Fusion
Enforcers (FUEN-EN015) Fluffal Penguin WATER / Effect Monster / Level 4 / ATK 1600 / DEF 1100 (Fairy / Effect) During your Main Phase: You can Special Summon 1 "Fluffal" monster from your hand, except "Fluffal Penguin". This effect can only be used once while this card is face-up on the field. If this card is sent to the Graveyard as a Fusion Material for a Fusion Summon of a "Frightfur" Fusion Monster: You can draw 2 cards, then discard 1 card. You can only use this effect of "Fluffal Penguin" once per turn. (Super Rare) |
Rating: 1 out of 5 Went too far south for the winter and ended up with very low odds of survival. |
Fusion
Enforcers (FUEN-EN014) Fluffal Octopus WATER / Effect Monster / Level 1 / ATK 800 / DEF 600 (Fairy / Effect) When this card is Normal or Special Summoned: You can target 1 "Fluffal" or "Edge Imp" monster in your Graveyard; add it to your hand. If this card is sent to the Graveyard as a Fusion Material for a Fusion Summon of a "Frightfur" Fusion Monster: You can target up to 2 of your banished monsters; return them to the Graveyard. You can only use each effect of "Fluffal Octopus" once per turn. (Secret Rare) |
Rating: 1 out of 5 Burial from a Different Dimension returns up to 3 monsters back to the Graveyard and is a Quick-Play Spell. |
Fusion
Enforcers (FUEN-EN013) Predaplanet TRAP / Continuous Trap If a monster with a Predator Counter leaves the field while this card is face-up on the field: Add 1 "Predap" card from your Deck to your hand. You can only use this effect of "Predaplanet" once per turn. You can banish this card from your Graveyard; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. Only "Predaplant" monsters can be used as Fusion Materials for a Fusion Summon using this effect. (Super Rare) |
Rating: 1 out of 5 Scientists haven't explored this planet because it's made clear no life exists. |
Fusion
Enforcers (FUEN-EN012) Predapruning SPELL / Equip Spell Activate this card by targeting 1 "Predaplant" monster in your Graveyard; Special Summon it and equip it with this card. When this card leaves the field, destroy that monster. (Super Rare) |
Rating: 1 out of 5 Do some pruining of your Deck by weeding out bad cards like this one. |
Fusion
Enforcers (FUEN-EN011) Predaponics SPELL / Continuous Spell Once per turn: You can Special Summon 1 Level 4 or lower "Predaplant" monster from your hand or Graveyard, but it has its effects negated (even if this card leaves the field). Once per turn, during your Standby Phase, pay 800 LP or destroy this card. (Secret Rare) |
Rating: 1 out of 5 This reduces Predaplants to basically weeds that aren't going to cause problems except to you. |
Fusion
Enforcers (FUEN-EN010) Greedy Venom Fusion Dragon DARK / Fusion Monster / Level 10 / ATK 3300 / DEF 2500 (Dragon / Fusion / Effect) 1 "Predaplant" monster + 1 DARK monster whose original Level is 8 or higher Must first be Fusion Summoned. Once per turn: You can target 1 face-up monster on the field; until the end of this turn, change that target's ATK to 0, also that target has its effects negated. If this card is destroyed and sent to the Graveyard: Destroy as many monsters on the field as possible, then you can banish 1 Level 8 or higher DARK monster from your Graveyard and Special Summon this card from the Graveyard. (Secret Rare) |
Rating: 1 out of 5 Combines Reptilianne Medusa (#21) with The Seal or Orichalcos (DRL3 #70) for this disaster. |
Fusion
Enforcers (FUEN-EN009) Predaplant Chimerafflesia DARK / Fusion Monster / Level 7 / ATK 2500 / DEF 2000 (Plant / Fusion / Effect) 1 "Predaplant" monster + 1 DARK monster Once per turn: You can target 1 monster on the field with a Level less than or equal to this card's; banish it. When an attack is declared involving this card and an opponent's face-up monster: You can activate this effect; until the end of this turn, that opponent's monster loses 1000 ATK, and if it does, this card gains 1000 ATK. Once per turn, during the next Standby Phase after this card was sent to the Graveyard: You can add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand. (Secret Rare) |
Rating: 2 out of 5 Both effects are pretty weak, but at least it's more likely to win a battle. |
Fusion
Enforcers (FUEN-EN005) Predaplant Chlamydosundew DARK / Effect Monster / Level 2 / ATK 600 / DEF 200 (Plant / Effect) Monsters with a Predator Counter that you use as Fusion Materials are treated as DARK. During your Main Phase: You can Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using this card on the field and monsters from your hand, field, and/or monsters with a Predator Counter your opponent controls as Fusion Materials. You can only use this effect of "Predaplant Chlamydosundew" once per turn. (Secret Rare) |
Rating: 2 out of 5 Barely going to be useful at all. |
Fusion
Enforcers (FUEN-EN004) Predaplant Spinodionaea DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0 (Plant / Effect) If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; place 1 Predator Counter on it, and if it is Level 2 or higher, it becomes Level 1 as long as it has a Predator Counter. After damage calculation, if this card battled a monster with an equal or lower Level: You can Special Summon 1 "Predaplant" monster from your Deck, except "Predaplant Spinodionaea". (Secret Rare) |
Rating: 2 out of 5 The counter won't really help this out in Defense Mode, but the ATK is decent enough. |
Fusion
Enforcers (FUEN-EN003) Predaplant Pterapenthes DARK / Effect Monster / Level 3 / ATK 300 / DEF 2100 (Plant / Effect) When this card inflicts battle damage to your opponent: You can target 1 face-up monster your opponent controls; place 1 Predator Counter on it, and if it is Level 2 or higher, it becomes Level 1 as long as it has a Predator Counter. Once per turn: You can target 1 monster your opponent controls with a Level less than or equal to this card's; take control of it until the End Phase. (Super Rare) |
Rating: 2 out of 5 Only likely to deal any battle damage while in Defense Mode. |
Fusion
Enforcers (FUEN-EN002) Predaplant Drosophyllum Hydra DARK / Effect Monster / Level 5 / ATK 800 / DEF 2300 (Plant / Effect) You can Special Summon this card (from your hand or Graveyard) by Tributing 1 monster on either player's field with a Predator Counter. You can only Special Summon "Predaplant Drosophyllum Hydra" once per turn this way. During either player's turn, if this card is on the field or in the Graveyard: You can banish 1 other "Predaplant" monster from your Graveyard, then target 1 monster on the field; it loses 500 ATK. You can only use this effect of "Predaplant Drosophyllum Hydra" once per turn. (Secret Rare) |
Rating: 1 out of 5 So far, these aren't really proving to have the root system to survive a single turn on the field. |
Fusion
Enforcers (FUEN-EN001) Predaplant Sarraceniant DARK / Effect Monster / Level 1 / ATK 100 / DEF 600 (Plant / Effect) When an opponent's monster declares a direct attack: You can Special Summon this card from your hand. After damage calculation, if this card battled an opponent's monster: You can destroy that opponent's monster. If this card is destroyed by battle, or if this card on the field is sent to the Graveyard by a card effect: You can add 1 "Predap" card from your Deck to your hand, except "Predaplant Sarraceniant". You can only use this effect of "Predaplant Sarraceniant" once per turn. (Super Rare) |
Rating: 1 out of 5 Battle Fader (#6) stops remaining battles entirely, allowing you to use it for anything on your turn. |