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All Foil Partial Card Ratings (Page 7)

1. Only new cards and those with updated text that changes how they work are included below. 2. SPWA-EN info: https://yugipedia.com/wiki/Spirit_Warriors         
3. SESL-EN info: https://yugipedia.com/wiki/Secret_Slayers       
 
Spirit Warriors (SPWA-EN059)
Scrap-Iron Statue
TRAP / Normal Trap
When a Spell/Trap Card that is already face-up on your opponent's field activates its effect: Destroy that card, also, after that, Set this card face-down instead of sending it to the GY. If this card is sent to the GY: You can target 1 "Junk" monster in your GY; Special Summon it in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.
(Super Rare)
Rating: 2 out of 5
Blocks effects without negating their effect activation or is mediocre Junk monster (#41) support.
Spirit Warriors (SPWA-EN041)
The Weather Auroral Canvas
TRAP / Continuous Trap
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● When exactly 1 card is added to one player's hand (except during the Damage Step): You can banish this card; banish the added card, and if you do, that player draws 1 card. You can only control 1 "The Weather Auroral Canvas".
(Super Rare)
Rating: 1 out of 5
Bad idea to focus an entire Archetype around columns. Ask any of the ones from CDIP.
Spirit Warriors (SPWA-EN040)
The Weather Thundery Canvas
TRAP / Continuous Trap
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● At the start of the Damage Step, if this card battles an opponent's monster: You can banish this card; return that opponent's monster to the hand. You can only control 1 "The Weather Thundery Canvas".
(Secret Rare)
Rating: 1 out of 5
So basically the support cards don't do anything other than give the Main Deck members bad effects.
Spirit Warriors (SPWA-EN039)
The Weather Sunny Canvas
SPELL / Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 monster you control (Quick Effect); Tribute that target, and if you do, Special Summon 1 "The Weather" monster from your hand or GY, but not with the same name the Tributed monster had on the field. You can only control 1 "The Weather Sunny Canvas".
(Super Rare)
Rating: 1 out of 5
No sunshine and rainbows for The Weather Decks, it's only misery and agony.
Spirit Warriors (SPWA-EN038)
The Weather Cloudy Canvas
SPELL / Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 face-up monster on the field (except during the Damage Step) (Quick Effect); halve its current ATK for the rest of this turn, but it can attack directly this turn. You can only control 1 "The Weather Cloudy Canvas".
(Super Rare)
Rating: 1 out of 5
Judgments have been clouded that's for sure.
Spirit Warriors (SPWA-EN037)
The Weather Rainy Canvas
SPELL / Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 Spell/Trap your opponent controls (Quick Effect); return it to the hand.You can only control 1 "The Weather Rainy Canvas".
(Super Rare)
Rating: 1 out of 5
This is like taking 1 drop of water out of the bucket. You won't even notice it's gone.
Spirit Warriors (SPWA-EN036)
The Weather Snowy Canvas
SPELL / Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card (Quick Effect); add 1 "The Weather" card from your Deck to your hand, also you cannot add cards from your Deck to your hand for the rest of this turn, except by drawing them.You can only control 1 "The Weather Snowy Canvas".
(Super Rare)
Rating: 1 out of 5
From the painter that couldn't even paint a circle to the snowstorm that can't turn the ground white.
Spirit Warriors (SPWA-EN035)
The Weather Painter Rainbow
LIGHT / Link Monster / ATK 2400 / Link-3
Links: All 3 Bottom Arrows
(Fairy / Link / Effect)

3 "The Weather" monsters
When your opponent would Special Summon a monster(s) (Quick Effect): You can send this Link Summoned card to the GY; negate the Summon, and if you do, destroy that monster(s). Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. "The Weather" Effect Monsters this card points to gain the following effect.
● When a card or effect is activated (Quick Effect): You can banish this card; negate the activation, and if you do, destroy that card.
(Secret Rare)
Rating: 1 out of 5
More work for about half what Thunder King Rai-Oh can do. Go back to preschool.
Spirit Warriors (SPWA-EN034)
The Weather Painter Aurora
DARK / Effect Monster / Level 6 / ATK 2200 / DEF 2000
(Fairy / Effect)
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your hand, Deck, or GY face-up in your Spell & Trap Zone. Your opponent cannot target "The Weather" Spells/Traps you control with card effects, also they cannot be destroyed by your opponent's card effects. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
Rating: 1 out of 5
The Aurora Snorealis has arrived because the "support" is servely lacking as you'll soon see.
Spirit Warriors (SPWA-EN033)
The Weather Painter Thunder
LIGHT / Effect Monster / Level 3 / ATK 1700 / DEF 0
(Fairy / Effect)
You can send 1 face-up Continuous Spell/Trap you control to the GY; place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Thunder" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
Rating: 1 out of 5
Stronger and better monsters have stolen its thunder.
Spirit Warriors (SPWA-EN032)
The Weather Painter Sun
FIRE / Effect Monster / Level 3 / ATK 1600 / DEF 400
(Fairy / Effect)
If this card is in your GY: You can send 1 face-up Continuous Spell/Trap you control to the GY; Special Summon this card in Defense Position, and if you do, place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Sun" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
Rating: 1 out of 5
Sunblock with an SPF of 1 will take care of this dim little lightbulb.
Spirit Warriors (SPWA-EN031)
The Weather Painter Cloud
WIND / Effect Monster / Level 3 / ATK 1500 / DEF 1000
(Fairy / Effect)
If another face-up "The Weather" card you control is sent to the GY: You can target up to 2 "The Weather" Spells/Traps in your GY; place them face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Cloud" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
Rating: 1 out of 5
These remind me of Cloudians (#8), only without even a single beneficial effect.
Spirit Warriors (SPWA-EN030)
The Weather Painter Rain
WATER / Effect Monster / Level 3 / ATK 1200 / DEF 1400
(Fairy / Effect)
If this card is Special Summoned: You can place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Rain" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Super Rare)
Rating: 1 out of 5
It'll rain on your own parade.
Spirit Warriors (SPWA-EN029)
The Weather Painter Snow
EARTH / Effect Monster / Level 3 / ATK 0 / DEF 2200
(Fairy / Effect)
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Snow" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
Rating: 2 out of 5
Couldn't cause a school closure, but will probably delay defeat by a turn or two using the DEF.
Spirit Warriors (SPWA-EN028)
Magical Musket - Last Stand
TRAP / Counter Trap
When your opponent activates a Spell/Trap Card while you control a "Magical Musket" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Magical Musket - Last Stand" per turn.
(Secret Rare)
Rating: 1 out of 5
It'll become their only stand as members below really don't have the staying power.
Spirit Warriors (SPWA-EN027)
Magical Musket - Fiendish Deal
TRAP / Continuous Trap
"Magical Musket" monsters you control cannot be destroyed by card effects. If this card in your possession is sent to your GY by an opponent's card effect: You can add 1 "Magical Musket" card from your Deck or GY to your hand, except "Magical Musket - Fiendish Deal". You can only activate 1 "Magical Musket - Fiendish Deal" per turn.
(Super Rare)
Rating: 1 out of 5
About as bad as most deals tend to be in this game.
Spirit Warriors (SPWA-EN026)
Magical Musket - Dancing Needle
TRAP / Normal Trap
If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn.
(Secret Rare)
Rating: 1 out of 5
Soul Release can do much better from either Graveyard as a Spell Card.
Spirit Warriors (SPWA-EN025)
Magical Musket - Desperado
TRAP / Normal Trap
If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.
(Super Rare)
Rating: 1 out of 5
Tribute to the Doomed (YSD #26) just needs a single card in your and to destroy any 1 monster.
Spirit Warriors (SPWA-EN024)
Magical Musket - Cross-Domination
SPELL / Quick-Play Spell
If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.
(Secret Rare)
Rating: 1 out of 5
"Domination" shouldn't be associated with an Archetype that doesn't have the stats to stay alive.
Spirit Warriors (SPWA-EN023)
Magical Musket - Steady Hands
SPELL / Quick-Play Spell
Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.
(Super Rare)
Rating: 2 out of 5
1 chance for them to take down a much stronger monster, but with some serious drawbacks.
Spirit Warriors (SPWA-EN022)
Magical Musket Mastermind Zankiel
LIGHT / Effect Monster / Level 8 / ATK 2500 / DEF 2500
(Fiend / Effect)
You can Tribute Summon this card face-up by Tributing 1 "Magical Musket" monster. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. Once per turn, during your opponent's End Phase: You can draw cards equal to the number of "Magical Musket" Spell/Trap Cards you activated this turn while this card was face-up on your field. You can only use this effect of "Magical Musket Mastermind Zakiel" once per turn.
(Secret Rare)
Rating: 1 out of 5
The first effect would be useful if they had good support.
Spirit Warriors (SPWA-EN021)
Magical Musketeer Wild
LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 900
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 3 "Magical Musket" cards in your GY; shuffle all 3 into the Deck, then draw 1 card. You can only use this effect of "Magical Musketeer Wild" once per turn.
(Super Rare)
Rating: 1 out of 5
2nd effect is much too slow and with those stats, it's not enough to support the equally bad first effect.
Spirit Warriors (SPWA-EN020)
Magical Musketeer Calamity
LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1300
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 1 "Magical Musket" monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Magical Musketeer Calamity" once per turn.
(Super Rare)
Rating: 1 out of 5
Caspar tops the list with a mere 2000 DEF, which is rather sad honestly.
Spirit Warriors (SPWA-EN019)
Magical Musketeer Starfire
LIGHT / Effect Monster / Level 4 / ATK 1300 / DEF 1700
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.
(Super Rare)
Rating: 1 out of 5
Not the member of Teen Titans, and for good reason.
Spirit Warriors (SPWA-EN018)
Magical Musketeer Kidbrave
LIGHT / Effect Monster / Level 3 / ATK 1600 / DEF 200
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.
(Super Rare)
Rating: 1 out of 5
There's generic LIGHT monster support on their side, but said cards are better off used on good ones.
Spirit Warriors (SPWA-EN017)
Magical Musketeer Doc
LIGHT / Effect Monster / Level 3 / ATK 1400 / DEF 1200
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.
(Super Rare)
Rating: 1 out of 5
What's up, doc? You're going to lose your first and only battle.
Spirit Warriors (SPWA-EN016)
Magical Musketeer Caspar
LIGHT / Effect Monster / Level 3 / ATK 1200 / DEF 2000
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.
(Secret Rare)
Rating: 2 out of 5
If all members had this card's first effect I could've rated them all high, but everything is quite lacking.
Spirit Warriors (SPWA-EN012)
Shadow of the Six Samurai - Shien
EARTH / Xyz Monster / Rank 4 / ATK 2500 / DEF 400
(Warrior / Xyz / Effect)
2 Level 4 "Six Samurai" monsters
Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 "Six Samurai" monster you control with less than 2000 ATK; its original ATK becomes 2000 until the end of this turn.
(Super Rare)
Rating: 1 out of 5
Most of them are only a few points under 2000 and if they aren't, they're too weak to be useful at all.
Spirit Warriors (SPWA-EN008)
The Six Shinobi
TRAP / Normal Trap
If you control 6 "Six Samurai" monsters with different Attributes: Skip your opponent's next turn.
(Super Rare)
Rating: 1 out of 5
Arcana Force The World (#16) just costs 2 monsters for the same effect and has much higher stats.
Spirit Warriors (SPWA-EN007)
Secret Skills of the Six Samurai
SPELL / Quick-Play Spell
Send 1 monster you control to the GY, then target 1 of your banished "Six Samurai" monsters; Special Summon it. You can only activate 1 "Secret Skills of the Six Samurai" per turn.
(Secret Rare)
Rating: 1 out of 5
This "skill" has been copied from D.D.R. (SDDE #18)
Spirit Warriors (SPWA-EN006)
Secret Six Samurai - Rihan
LIGHT / Fusion Monster / Level 5 / ATK 2400 / DEF 2400
(Warrior / Fusion / Effect)
3 "Six Samurai" monsters with different Attributes
Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
(Secret Rare)
Rating: 1 out of 5
Their (#21) only Fusion Monster and it's quite a bit worse than their other Extra Deck members.
Spirit Warriors (SPWA-EN005)
Secret Six Samurai - Kizaru
EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 1000
(Warrior / Effect)
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Secret Rare)
Rating: 3 out of 5
Zanji (#11) is another good one to get with the effect, but you don't necessarily need it to play this.
Spirit Warriors (SPWA-EN004)
Secret Six Samurai - Doji
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Warrior / Effect)
When another "Six Samurai" monster is Normal or Special Summoned to your field (except during the Damage Step): You can send 1 "Six Samurai" card from your Deck to the GY. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Secret Rare)
Rating: 1 out of 5
Same idea, slightly different concept. Don't see why these guys needed even more members.
Spirit Warriors (SPWA-EN003)
Secret Six Samurai - Hatsume
WATER / Effect Monster / Level 3 / ATK 1600 / DEF 1500
(Warrior / Effect)
You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Secret Rare)
Rating: 1 out of 5
This guy ruins what little the others gained.
Spirit Warriors (SPWA-EN002)
Secret Six Samurai - Genba
FIRE / Effect Monster / Level 2 / ATK 500 / DEF 2100
(Warrior / Tuner / Effect)
When this card is Normal Summoned: You can target 1 of your banished "Six Samurai" monsters; add it to your hand. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Super Rare)
Rating: 2 out of 5
Also a Tuner and slightly higher DEF.
Spirit Warriors (SPWA-EN001)
Secret Six Samurai - Fuma
WIND / Effect Monster / Level 1 / ATK 200 / DEF 1800
(Warrior / Tuner / Effect)
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Secret Rare)
Rating: 2 out of 5
A new Tuner for Six Sam Decks (#20), but as usual it fails to get higher than 2.
 
Secret Slayers (SESL-EN039)
Rose Lover
EARTH / Effect Monster / Level 1 / ATK 800 / DEF 800
(Plant / Effect)
You can banish this card from the Graveyard; Special Summon 1 Plant-Type monster from your hand, and if you do, it is unaffected by your opponent's Trap effects this turn. You can only use this effect of "Rose Lover" once per turn.
(Super Rare)
Rating: 2 out of 5
Too weak to survive on the field anyway.
Secret Slayers (SESL-EN036)
El Dorado Adelantado
TRAP / Normal Trap
If you control an "Eldlich" monster: Activate 1 of these effects;
● Shuffle 3 of your banished "Eldlixir" Spells/Traps with different names into your Deck, and if you do, destroy all cards on the field.
● Shuffle 3 of your banished "Golden Land" Spells/Traps with different names into your Deck, and if you do, halve your opponent's LP, then you gain LP equal to their LP.
You can only activate 1 "El Dorado Adelantado" per turn.
(Secret Rare)
Rating: 1 out of 5
Using this means using what few "support" cards the pack has to offer. Much worse than Black Rose Dragon.
Secret Slayers (SESL-EN035)
Golden Land Forever!
TRAP / Counter Trap
When a Spell/Trap Card, or monster effect, is activated, while you control an "Eldlich" monster: Tribute 1 Zombie monster; negate the activation, and if you do, destroy that card. You can only activate 1 "Golden Land Forever!" per turn.
(Super Rare)
Rating: 1 out of 5
Destruction Jammer (#72) is more versatile for the same activation cost.
Secret Slayers (SESL-EN034)
Conquistador of the Golden Land
TRAP / Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/
DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.
(Secret Rare)
Rating: 2 out of 5
No activation requirements, making it just viable to defend with.
Secret Slayers (SESL-EN033)
Huaquero of the Golden Land
TRAP / Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/
DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.
(Secret Rare)
Rating: 2 out of 5
Seems Paleozoic Decks aren't the only ones getting an abundant supply of mediocre Trap Monsters.
Secret Slayers (SESL-EN032)
Guardian of the Golden Land
TRAP / Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 8/ATK 800/
DEF 2500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can make the ATK of 1 face-up monster on the field become 0. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Guardian of the Golden Land" effect per turn, and only once that turn.
(Secret Rare)
Rating: 2 out of 5
Metal Reflect Slime (#94) is an even better guardian, but this is okay.
Secret Slayers (SESL-EN031)
Eldlixir of Scarlet Sanguine
TRAP / Normal Trap
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.
(Secret Rare)
Rating: 1 out of 5
Eldlich is ruing all Zombie support.
Secret Slayers (SESL-EN030)
Eldlixir of White Destiny
SPELL / Quick-Play Spell
Special Summon 1 Zombie monster from your hand or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of White Destiny" effect per turn, and only once that turn.
(Secret Rare)
Rating: 1 out of 5
Call of the Mummy (SD2 #22) is better support for Zombies anyway.
Secret Slayers (SESL-EN029)
Eldlixir of Black Awakening
SPELL / Normal Spell
Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn.
(Secret Rare)
Rating: 1 out of 5
There's only one available and you'll have low odds of even having it on the field.
Secret Slayers (SESL-EN028)
Cursed Eldland
SPELL / Continuous Spell
You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn.
● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand.
● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.
(Super Rare)
Rating: 1 out of 5
Cursed to never have the desired result.
Secret Slayers (SESL-EN027)
Eldlich the Golden Lord
LIGHT / Effect Monster / Level 10 / ATK 2500 / DEF 2800
(Zombie / Effect)
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
(Secret Rare)
Rating: 1 out of 5
Safe Zone (#78) doesn't require anything from the Land of Fool's Gold or anywhere else.
Secret Slayers (SESL-EN026)
Rikka Sheet
TRAP / Normal Trap
Target 1 face-up monster your opponent controls, also, you can Tribute 1 Plant monster; players cannot activate that face-up monster's effects on the field this turn, then, if you Tributed a monster when you activated this card, take control of that monster until the End Phase, and if you do, it becomes a Plant monster until the End Phase. You can only activate 1 "Rikka Sheet" per turn.
(Secret Rare)
Rating: 1 out of 5
Mind Control (LED7 #44) only blocks attacks and the monster being Tributed.
Secret Slayers (SESL-EN025)
Rikka Tranquility
TRAP / Normal Trap
When you activate this card, you can also Tribute 1 Plant monster; Special Summon 1 "Rikka" monster from your GY in Defense Position, then, if you Tributed a monster when you activated this card, Special Summon 1 Plant monster from your GY in Defense Position. You can only activate 1 "Rikka Tranquility" per turn.
(Super Rare)
Rating: 1 out of 5
White Night Queen (#90) now has an extended family.
Secret Slayers (SESL-EN024)
Rikka Flurries
SPELL / Continuous Spell
If a "Rikka" monster you control is Tributed (except during the Damage Step): You can make your opponent Tribute 1 monster they control (their choice). You can only use this effect of "Rikka Flurries" once per turn. Once per turn, during your opponent's End Phase, if you control a face-up non-Plant monster: Destroy this card.
(Secret Rare)
Rating: 1 out of 5
Share the Pain (#83) has been made even worse.
Secret Slayers (SESL-EN023)
Rikka Glamour
SPELL / Normal Spell
When you activate this card, you can also Tribute 1 Plant monster; add 1 "Rikka" monster from your Deck to your hand, then, if you Tributed a monster when you activated this card, add 1 Plant monster, with the same original Level as that "Rikka" monster but a different name, from your Deck to your hand. You can only activate 1 "Rikka Glamour" per turn.
(Secret Rare)
Rating: 1 out of 5
Skip all the Rikka support and use more generic Plant support instead.
Secret Slayers (SESL-EN022)
Teardrop the Rikka Queen
WATER / Xyz Monster / Rank 8 / ATK 2800 / DEF 2800
(Plant / Xyz / Effect)
2 Level 8 monsters
You can detach 1 material from this card, then target 1 monster on the field; Tribute it. This is a Quick Effect if this card has a Plant monster as material. You can only use this effect of "Teardrop the Rikka Queen" once per turn. Each time a monster(s) is Tributed: This card gains 200 ATK for each, until the end of this turn.
(Secret Rare)
Rating: 1 out of 5
Simply a more complicated Soul Exchange.
Secret Slayers (SESL-EN021)
Kanzashi the Rikka Queen
WATER / Xyz Monster / Rank 6 / ATK 2400 / DEF 2400
(Plant / Xyz / Effect)
2 Level 6 monsters
If a monster(s) is Tributed (except during the Damage Step): You can detach 1 material from this card, then target 1 monster in either GY; Special Summon it, but negate its effects, also it becomes a Plant monster. If a Plant monster(s) you control would be destroyed by a card effect, you can Tribute 1 Plant monster from your hand or field instead. You can only use each effect of "Kanzashi the Rikka Queen" once per turn.
(Super Rare)
Rating: 1 out of 5
The first Extra Deck monster copies better cards like Monster Reborn. (#17)
Secret Slayers (SESL-EN020)
Hellebore the Rikka Fairy
WATER / Effect Monster / Level 8 / ATK 2600 / DEF 1200
(Plant / Effect)
When your opponent activates a monster effect that targets a monster(s) you control, while you control a "Rikka" monster (Quick Effect): You can Tribute this card from your hand or face-up field; negate that effect. If this card is in your GY: You can Tribute 1 Plant monster; Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Hellebore the Rikka Fairy" once per turn.
(Super Rare)
Rating: 1 out of 5
Effect Veiler doubles as a searchable Tuner, which is much more than I can say for this.
Secret Slayers (SESL-EN019)
Snowdrop the Rikka Fairy
WATER / Effect Monster / Level 8 / ATK 1200 / DEF 2600
(Plant / Effect)
You can Tribute 1 Plant monster; Special Summon both this card and 1 other Plant monster from your hand, also you cannot Special Summon for the rest of this turn, except Plant monsters. You can target 1 Plant monster you control; all Plant monsters you currently control become that monster's Level until the end of this turn. You can only use each effect of "Snowdrop the Rikka Fairy" once per turn.
(Super Rare)
Rating: 2 out of 5
Won't be as good as Erica, but certainly better than Mudan.
Secret Slayers (SESL-EN018)
Erica the Rikka Fairy
WATER / Effect Monster / Level 6 / ATK 2400 / DEF 1000
(Plant / Effect)
When an attack is declared involving another Plant monster you control: You can Tribute this card from your hand or face-up field; that monster you control gains 1000 ATK/DEF until the end of this turn. If a Plant monster(s) you control is Tributed, while this card is in your GY (except during the Damage Step): You can Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Erica the Rikka Fairy" once per turn.
(Super Rare)
Rating: 3 out of 5
Better make use of its high ATK and low Level.
Secret Slayers (SESL-EN017)
Mudan the Rikka Fairy
WATER / Effect Monster / Level 6 / ATK 1000 / DEF 2400
(Plant / Effect)
You can Tribute 1 Plant monster; Special Summon this card from your hand. If this card is Normal Summoned, or Special Summoned by the effect of a Plant monster: You can add 1 "Rikka" Spell/Trap from your Deck to your hand. You can only use each effect of "Mudan the Rikka Fairy" once per turn.
(Secret Rare)
Rating: 1 out of 5
How unfortunate that these guys have few changes other than swapped ATK and DEF.
Secret Slayers (SESL-EN016)
Cyclemen the Rikka Fairy
WATER / Effect Monster / Level 4 / ATK 1800 / DEF 800
(Plant / Effect)
You can Tribute this card from your hand or face-up field, then target up to 2 Plant monsters you control; reduce their Level(s) by 2 until the end of this turn. During the End Phase, if this card is in the GY because it was Tributed and sent there this turn: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Cyclamen the Rikka Fairy" once per turn.
(Super Rare)
Rating: 3 out of 5
As strong as Abyss Soldier, even without the effect.
Secret Slayers (SESL-EN015)
Primula the Rikka Fairy
WATER / Effect Monster / Level 4 / ATK 800 / DEF 1800
(Plant / Effect)
If a monster you control is Tributed (except during the Damage Step): You can Special Summon this card from your hand in Defense Position. You can target up to 2 Plant monsters you control; increase their Level(s) by 2 until the end of this turn. You can only use each effect of "Primula the Rikka Fairy" once per turn.
(Secret Rare)
Rating: 2 out of 5
A bit more useful than Petal.
Secret Slayers (SESL-EN014)
Rikka Petal
WATER / Effect Monster / Level 1 / ATK 0 / DEF 0
(Plant / Effect)
During your Main Phase: You can take 1 "Rikka" monster from your Deck, except "Rikka Petal", and either add it to your hand or send it to the GY, also you cannot Special Summon for the rest of this turn, except Plant monsters. During your opponent's End Phase, while this card is in your GY, if you control no monsters or all monsters you control are Plant monsters: You can Special Summon this card. You can only use each effect of "Rikka Petal" once per turn.
(Super Rare)
Rating: 2 out of 5
Searchable and the effect doesn't care when you use it during your turn, other than the Main Phase.
Secret Slayers (SESL-EN013)
Adamancipator Resonance
TRAP / Counter Trap
When a monster effect is activated, while you control an "Adamancipator" Synchro Monster: Negate the activation, and if you do, destroy it.
(Super Rare)
Rating: 2 out of 5
Free of charge to use, but only with Adamancipator Synchros.
Secret Slayers (SESL-EN012)
Adamancipator Relief
TRAP / Normal Trap
Tribute any number of "Adamancipator" monsters, then target cards on the field equal to that number +1; destroy them.
(Secret Rare)
Rating: 1 out of 5
What a relief. You'll only have to wait 1 turn at worst to lose.
Secret Slayers (SESL-EN011)
Adamancipator Signs
SPELL / Normal Spell
Target 1 Rock monster in your GY; Special Summon it in Defense Position, then, if you Special Summoned an "Adamancipator" monster by this effect, you can take 1 Level 4 or lower Rock monster from your Deck and place it on top of your Deck.
(Super Rare)
Rating: 2 out of 5
Pretty much generic Rock monster (#12) support, but those have few worth reviving.
Secret Slayers (SESL-EN010)
Adamancipator Laputite
SPELL / Field Spell
All Rock monsters you control gain 500 ATK/DEF. Once per turn, during your Main Phase: You can take up to 5 "Adamancipator" cards from your Deck and place them on top of your Deck in any order.
(Super Rare)
Rating: 1 out of 5
Order doesn't really matter as this sort of strategy just never works.
Secret Slayers (SESL-EN009)
Adamancipator Risen - Dragite
WATER / Synchro Monster / Level 8 / ATK 3000 / DEF 2200
(Rock / Synchro / Effect)
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. When your opponent activates a Spell/Trap Card or effect, while a WATER monster is in your GY (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Adamancipator Risen - Dragite" once per turn.
(Secret Rare)
Rating: 3 out of 5
Any WATER Deck can benefit from this card's 3000 ATK and decent last effect.
Secret Slayers (SESL-EN008)
Adamancipator Risen - Raptite
WIND / Synchro Monster / Level 6 / ATK 2200 / DEF 2400
(Rock / Synchro / Effect)
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Rock monster in Defense Position, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a WIND monster is in your GY (Quick Effect): You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Adamancipator Risen - Raptite" once per turn.
(Super Rare)
Rating: 1 out of 5
Nothing here will make a difference in your Duels.
Secret Slayers (SESL-EN007)
Adamancipator Risen - Leonite
FIRE / Synchro Monster / Level 6 / ATK 2400 / DEF 2200
(Rock / Synchro / Effect)
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated "Adamancipator" card to your hand, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a FIRE monster is in your GY (Quick Effect): You can target 1 Rock monster in your GY; Special Summon it. You can only use each effect of "Adamancipator Risen - Leonite" once per turn.
(Secret Rare)
Rating: 2 out of 5
Most Rocks are EARTH like this one, but you're unlikely to have other FIRE monsters in the Grave.
Secret Slayers (SESL-EN006)
Adamancipator Crystal - Dragite
WATER / Effect Monster / Level 4 / ATK 0 / DEF 2200
(Rock / Effect)
If this card is Special Summoned by the effect of an "Adamancipator" card: You can draw 1 card. If this card is in your GY: You can target 1 WATER Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Dragite" once per turn.
(Super Rare)
Rating: 2 out of 5
Practically all of them are identical, which means identical ratings too.
Secret Slayers (SESL-EN005)
Adamancipator Crystal - Raptite
WIND / Effect Monster / Level 4 / ATK 0 / DEF 2200
(Rock / Effect)
If this card is Special Summoned by the effect of an "Adamancipator" card: You can place 1 Rock monster from your hand or GY on top of the Deck. If this card is in your GY: You can target 1 WIND Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Raptite" once per turn.
(Super Rare)
Rating: 2 out of 5
A small benefit to having the same info, unlike the godawful Level 7 monsters from Strike of Neos.
Secret Slayers (SESL-EN004)
Adamancipator Crystal - Leonite
FIRE / Effect Monster / Level 4 / ATK 0 / DEF 2200
(Rock / Effect)
If this card is Special Summoned by the effect of an "Adamancipator" card: You can place 1 "Adamancipator" card from your hand or GY on top of the Deck. If this card is in your GY: You can target 1 FIRE Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Leonite" once per turn.
(Super Rare)
Rating: 2 out of 5
One of the few FIRE Rock monsters I can ever recall seeing.
Secret Slayers (SESL-EN003)
Adamancipator Analyzer
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 700
(Rock / Tuner / Effect)
If only your opponent controls a monster: You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Analyzer" once per turn.
(Secret Rare)
Rating: 1 out of 5
There may be several Rock-Type Tuners out there, but good luck getting one when you need it.
Secret Slayers (SESL-EN002)
Adamancipator Resarcher
EARTH / Effect Monster / Level 2 / ATK 100 / DEF 2100
(Rock / Tuner / Effect)
If you control a Rock monster, except "Adamancipator Researcher": You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Researcher" once per turn.
(Secret Rare)
Rating: 2 out of 5
Certainly better than Seeker, but not by much.
Secret Slayers (SESL-EN001)
Adamancipator Seeker
EARTH / Effect Monster / Level 2 / ATK 1200 / DEF 1000
(Rock / Tuner / Effect)
If you control an "Adamancipator" monster, except "Adamancipator Seeker": You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Seeker" once per turn.
(Secret Rare)
Rating: 2 out of 5
Rocks get their own Archetype, but it's not looking great so far.