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Legendary Duelists Card Ratings (Page 2)

1. Only new cards and those with updated text that changes how they work are included below.
2. Sets below have their name shortened as the remaining half is listed above.
3.
LED3-EN info: https://yugipedia.com/wiki/Legendary_Duelists:_White_Dragon_Abyss
4. LED4-EN info: https://yugipedia.com/wiki/Legendary_Duelists:_Sisters_of_the_Rose
Sisters of the Rose (LED4-EN049)
Lunalight Serenade Dance
TRAP / Continuous Trap
When a Fusion Monster(s) is Fusion Summoned to your field (except during the Damage Step): You can target 1 of those monsters; apply these effects in sequence.
● Special Summon 1 "Lunalight Token" (Beast-Warrior/DARK/Level 4/ATK 2000/
DEF 2000) to your opponent's field. ● That target gains 500 ATK for each monster your opponent controls (even if this card leaves the field).
During your Main Phase: You can banish this card from your GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 "Lunalight" monster from your Deck. You can only use this effect of "Lunalight Serenade Dance" once per turn.
(Super Rare)
Rating: 1 out of 5
If your opponent gets a free Token that likely is stronger than your monster, what's the point?
Sisters of the Rose (LED4-EN048)
Lunalight Fusion
SPELL / Normal Spell
Fusion Summon 1 "Lunalight" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use 1 "Lunalight" monster in your Deck or Extra Deck as Fusion Material. You can only activate 1 "Lunalight Fusion" per turn.
(Super Rare)
Rating: 1 out of 5
The amount of cards you need doesn't change, and there's so few of them to work with.
Sisters of the Rose (LED4-EN047)
Lunalight Yellow Marten
DARK / Effect Monster / Level 4 / ATK 800 / DEF 2000
(Beast-Warrior / Effect)

If this card is in your hand or GY: You can target 1 "Lunalight" card you control, except "Lunalight Yellow Marten"; return it to the hand, and if you do, Special Summon this card in Defense Position, but banish this card when it leaves the field. If this card is sent to the GY by a card effect: You can add 1 "Lunalight" Spell/Trap from your Deck to your hand. You can only use each effect of "Lunalight Yellow Marten" once per turn.
(Rare)
Rating: 2 out of 5
Bringing it out by the effect is going to make it harder to retrieve later. Just Set it and forget it.
Sisters of the Rose (LED4-EN046)
Lunalight Emerald Bird
DARK / Effect Monster / Level 4 / ATK 1200 / DEF 1000
(Beast-Warrior / Effect)

If this card is Normal or Special Summoned: You can send 1 "Lunalight" card from your hand to the GY, and if you do, draw 1 card. If this card is sent to the GY by a card effect: You can target 1 of your Level 4 or lower "Lunalight" monsters that is banished or in your GY, except "Lunalight Emerald Bird"; Special Summon it in Defense Position, but negate its effects. You can only use each effect of "Lunalight Emerald Bird" once per turn.
(Rare)
Rating: 1 out of 5
Lunalights only stay on for about 5 seconds to "conserve energy".
Sisters of the Rose (LED4-EN045)
Lunalight Sabre Dancer
DARK / Fusion Monster / Level 9 / ATK 3000 / DEF 2600
(Beast-Warrior / Fusion / Effect)

3 "Lunalight" monsters
Must be Fusion Summoned. Gains 200 ATK for each Beast-Warrior monster that is banished or in the GYs. Your opponent cannot target this card with card effects. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 Fusion Monster you control; it gains 3000 ATK until the end of this turn. You can only use this effect of "Lunalight Sabre Dancer" once per turn.
(Super Rare)
Rating: 2 out of 5
3 Yellow Martens is about the best you can do to get this out, and the ATK and last effect are decent.
Sisters of the Rose (LED4-EN039)
Superdreadnought Rail Cannon Gustav Max
EARTH / Xyz Monster / Rank 10 / ATK 3000 / DEF 3000
(Machine / Xyz / Effect)

2 Level 10 monsters
Once per turn: You can detach 1 material from this card; inflict 2000 damage to your opponent.
(Rare)
Rating: 2 out of 5
Dishes out some pretty big damage, but it's for 2 Level 10s, and can only do that twice.
Sisters of the Rose (LED4-EN038)
Barrage Blast
TRAP / Continuous Trap
Once per turn, you can detach any number of materials from Machine Xyz Monsters you control, then target that many cards on the field; destroy them. If a Machine Xyz
Monster(s) you control is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish this card and 1 Machine Xyz Monster from your GY; inflict damage to your opponent equal to the banished monster's Rank x 200.
(Ultra Rare)
Rating: 1 out of 5
Probably going to cost your Xyz Monster(s) all their materials.
Sisters of the Rose (LED4-EN037)
Urgent Schedule
SPELL / Quick-Play Spell
If your opponent controls more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this Set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.
(Ultra Rare)
Rating: 2 out of 5
Xyz Summoning isn't going to be very likely, but other options are available.
Sisters of the Rose (LED4-EN036)
Flying Pegasus Railroad Stampede
EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1000
(Machine / Effect)

If this card is Normal or Special Summoned: You can target 1 EARTH Machine monster in your GY, except "Flying Pegasus Railroad Stampede"; Special Summon it in Defense Position, but negate its effects. You can target 1 other face-up monster you control; the Level of that monster or this card becomes the Level of the other. You cannot declare attacks the turn you activate this effect, except with Xyz Monsters. You can only use each effect of "Flying Pegasus Railroad Stampede" once per turn.
(Super Rare)
Rating: 3 out of 5
Anna Kaboom adds another more potent train monster (#37) to her Deck.
Sisters of the Rose (LED4-EN035)
Super Express Bullet Train
EARTH / Effect Monster / Level 10 / ATK 3000 / DEF 0
(Machine / Effect)

Cannot declare an attack unless you send 2 other cards you control to the GY. You can only use each of these effects of "Super Express Bullet Train" once per turn.
● If all monsters you control are EARTH Machines (min. 1): You can Special Summon this card from your hand.
● During the End Phase, if this card is in the GY because it was sent there this turn: You can target 1 Machine monster in your GY, except "Super Express Bullet Train"; add it to your hand.
(Ultra Rare)
Rating: 2 out of 5
Not as bad as Rocket Arrow Express (#24), but there's enough downsides to give it only a 2.
Sisters of the Rose (LED4-EN034)
Superdreadnought Rail Cannon Juggernaught Liebe
EARTH / Xyz Monster / Rank 11 / ATK 4000 / DEF 4000
(Machine / Xyz / Effect)

3 Level 11 monsters
Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of Xyz Materials it has +1.
(Ultra Rare)
Rating: 2 out of 5
Once Gustav Max is out of materials, it can be used for this, but it doesn't offer much for its Rank.
Sisters of the Rose (LED4-EN027)
Blooming of the Darkest Rose
TRAP / Normal Trap
Special Summon "Rose Tokens" (Plant/DARK/Level 2/ATK 800/DEF 800) in Defense Position to either field, up to the combined number of cards in the Field Zones and Field Spells in the GYs. If this card is in your GY: You can target 1 "Black Rose Dragon", or 1 Plant monster, in your Monster Zone; banish it, and if you do, place this card on the bottom of the Deck. During the next Standby Phase, return that banished monster to the field. You can only use this effect of "Blooming of the Darkest Rose" once per turn.
(Rare)
Rating: 1 out of 5
Accessories for Black Garden (#48), but pretty much terible regardless.
Sisters of the Rose (LED4-EN026)
Frozen Rose
SPELL / Quick-Play Spell
Send 1 face-up monster you control to the GY; apply this effect, depending on the Type it had on the field.
● Plant: During the End Phase of this turn, draw 2 cards, then discard 1 card.
● Non-Plant: Add 1 Level 4 or lower Plant monster from your Deck to your hand.
You can only activate 1 "Frozen Rose" per turn.
(Ultra Rare)
Rating: 1 out of 5
After getting Cold Feet (#65), you can have this really leave you in a thorny disposition.
Sisters of the Rose (LED4-EN025)
Red Rose Dragon
DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1800
(Dragon / Tuner / Effect)

If this card is sent to the GY as Synchro Material: You can Special Summon 1 "Rose Dragon" monster from your hand or Deck, except "Red Rose Dragon", then, if it was sent for the Synchro Summon of "Black Rose Dragon" or a Plant Synchro Monster, you can also add 1 "Frozen Rose" or 1 "Blooming of the Darkest Rose" from your Deck to your hand. You can only use this effect of "Red Rose Dragon" once per turn.
(Rare)
Rating: 2 out of 5
Regardless of how many colors these cards come in, they aren't helping much at all.
Sisters of the Rose (LED4-EN024)
Dark Rose Fairy
DARK / Effect Monster / Level 2 / ATK 800 / DEF 1000
(Fairy / Effect)

If a Tuner(s) is Special Summoned (except during the Damage Step): You can Special Summon this card from your hand. If this card is in your GY: You can send 1 card from your hand or field to the GY; place this card on the top or bottom of your Deck. You can only use each effect of "Dark Rose Fairy" once per turn.
(Rare)
Rating: 1 out of 5
Seemed like this'd have been perfect for Dark Tori's Deck, but only by name.
Sisters of the Rose (LED4-EN023)
Garden Rose Maiden
DARK / Synchro Monster / Level 5 / ATK 1600 / DEF 2400
(Plant / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can add 1 "Black Garden" from your Deck or GY to your hand. You can banish this card from your GY, then target 1 "Rose Dragon" monster or 1 Dragon Synchro Monster in your GY; Special Summon it. You can only use each effect of "Garden Rose Maiden" once per turn.
(Ultra Rare)
Rating: 1 out of 5
Ah yes. Search the card that is going to be a detriment to your Duel.
Sisters of the Rose (LED4-EN016)
Magnificent Machine Angel
SPELL / Quick-Play Spell
Tribute 1 "Cyber Angel" Ritual Monster from your hand or field, then target 1 LIGHT Fairy monster you control; it gains ATK/DEF equal to the Level the monster had when Tributed x 200, until the end of this turn. This turn, if it battles an opponent's monster that was Special Summoned from the Extra Deck, that opponent's monster's effects are negated during that Battle Phase only. You can only activate 1 "Magnificent Machine Angel" per turn.
(Rare)
Rating: 1 out of 5
Honest (#1) is stil legal, and is a much more magnificent angel than this card.
Sisters of the Rose (LED4-EN015)
Incarnated Machine Angel
SPELL / Continuous Spell
Your "Cyber Angel" Ritual Monsters cannot be destroyed by battle. When you take damage by battle or an opponent's card effect: You can Tribute 1 "Cyber Angel" Ritual Monster from your hand or field; Special Summon 1 "Cyber Angel" Ritual Monster from your hand. (This is treated as a Ritual Summon.) You can only use this effect of "Incarnated Machine Angel" once per turn.
(Rare)
Rating: 1 out of 5
The only good one is Vrash (#36), which isn't enough to warrant using this.
Sisters of the Rose (LED4-EN014)
Merciful Machine Angel
SPELL / Normal Spell
Tribute 1 "Cyber Angel" Ritual Monster from your hand or field; draw 2 cards, then place 1 card from your hand on the bottom of the Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Ritual Monsters. You can only activate 1 "Merciful Machine Angel" per turn.
(Super Rare)
Rating: 1 out of 5
No mercy for any strategy this is used for.
Sisters of the Rose (LED4-EN013)
Cyber Egg Angel
LIGHT / Effect Monster / Level 2 / ATK 200 / DEF 300
(Fairy / Effect)

If this card is Summoned: You can add 1 "Machine Angel" Spell or 1 "Ritual Sanctuary" from your Deck to your hand. You can only use this effect of "Cyber Egg Angel" once per turn.
(Rare)
Rating: 1 out of 5
A remake of Petit Angel, but it's only added another bad Ritual "support" card.
Sisters of the Rose (LED4-EN012)
Cyber Angel Izana
LIGHT / Ritual Monster / Level 8 / ATK 2500 / DEF 2600
(Fairy / Ritual / Effect)

You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can make your opponent send 1 Spell/Trap they control to the GY. When this attacking card destroys an opponent's monster by battle and sends it to the GY: You can activate this effect; this card can make a second attack on an opponent's monster in a row. Once per turn, when your opponent activates a card or effect that targets a "Cyber Angel" Ritual Monster you control (Quick Effect): You can shuffle 1 Ritual Monster from your GY into the Deck, and if you do, destroy 1 card your opponent controls.
(Super Rare)
Rating: 1 out of 5
Alexis is up next for new cards, but she's going to struggle to win with these.
Sisters of the Rose (LED4-EN010)
Harpie Lady Phoenix Formation
SPELL / Normal Spell
If you control 3 or more "Harpie Lady" and/or "Harpie Lady Sisters": Target as many monsters your opponent controls as possible, but not more than the total number of "Harpie Lady" and "Harpie Lady Sisters" you control; destroy those targets, and if you do, inflict damage to your opponent equal to the highest original ATK among those destroyed monsters (your choice, if tied). You cannot Special Summon monsters from the Main Deck or Extra Deck, nor conduct your Battle Phase, the turn you activate this card.
(Common)
Rating: 2 out of 5
Best bet is 3 Cyber Harpies (#97), and the Raigeki-like effect is about all you can do that turn.
Sisters of the Rose (LED4-EN005)
Harpie Lady Elegance
TRAP / Normal Trap
Shuffle 1 "Harpie Lady Sisters" from your Monster Zone into the Deck, then you can Special Summon 3 "Harpie" monsters with different original names, 1 each from your hand, Deck, and GY. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WIND monsters. If this card you control is destroyed by a "Harpie" card's effect or your opponent's card effect: Add 1 "Harpie" monster from your Deck to your hand. You can only use each effect of "Harpie Lady Elegance" once per turn.
(Rare)
Rating: 1 out of 5
We had to make an inverse version of Elegant Egotist. (SD8 #21)
Sisters of the Rose (LED4-EN004)
Harpie's Feather Rest
SPELL / Normal Spell
Target 3 "Harpie Lady" and/or "Harpie Lady Sisters" in your GY; shuffle them into the Deck, then draw 1 card. If you controlled a Level 5 or higher "Harpie" monster when you activated this effect, draw 2 cards instead. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WIND monsters. You can only activate 1 "Harpie's Feather Rest" per turn.
(Ultra Rare)
Rating: 1 out of 5
Worse than even Jar of Avarice. (#74)
Sisters of the Rose (LED4-EN003)
Alluring Mirror Split
SPELL / Continuous Spell
When a "Harpie Lady" or "Harpie Lady Sisters" you control is destroyed by battle: You can Special Summon 1 "Harpie" monster from your Deck with a different original name than the destroyed monster. If this card you control is destroyed by a "Harpie" card's effect or your opponent's card effect: Target 1 "Harpie" monster in your GY; Special Summon it. You can only use each effect of "Alluring Mirror Split" once per turn.
(Ultra Rare)
Rating: 1 out of 5
Once Cyber Harpie Lady (#97) goes down, there's nothing better to replace it other than Queen. (#20)
Sisters of the Rose (LED4-EN002)
Harpie Oracle
WIND / Effect Monster / Level 4 / ATK 1300 / DEF 1400
(Winged Beast / Effect)

This card's name becomes "Harpie Lady" while on the field or in the GY. You can only use each of these effects of "Harpie Oracle" once per turn.
● If you control a Level 5 or higher "Harpie" monster: You can Special Summon this card from your hand.
● If this card is Normal or Special Summoned: You can add 1 Spell/Trap from your GY to your hand, that specifically lists the card "Harpie Lady Sisters" in its text, during the End Phase of this turn.
(Super Rare)
Rating: 1 out of 5
We could basicallyu call this "Harpie Lady 4". (#19)
Sisters of the Rose (LED4-EN001)
Harpie Perfumer
WIND / Effect Monster / Level 4 / ATK 1400 / DEF 1300
(Winged Beast / Effect)

This card's name becomes "Harpie Lady" while on the field or in the GY. If this card is Normal or Special Summoned: You can add 1 Spell/Trap from your Deck to your hand that specifically lists the card "Harpie Lady Sisters" in its text. If you controlled a Level 5 or higher "Harpie" monster when you activated this effect, you can also add a second such card, with a different name from the first. You can only use this effect of "Harpie Perfumer" once per turn.
(Ultra Rare)
Rating: 0 out of 5
This is like searching out Larvae Moth (#144) with Sangan. (#18)
 
White Dragon Abyss (LED3-EN049)
Abyss Actors' Curtain Call
TRAP / Normal Trap
If an "Abyss Script" Spell Card or effect is activated this turn: Add face-up "Abyss Actor" Pendulum Monsters from your Extra Deck to your hand, up to the number of "Abyss Script" Spells in your GY. Then, you can Special Summon "Abyss Actor" Pendulum Monsters from your hand with different names, up to the number of monsters added to the hand by this effect. You cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters. You can only activate 1 "Abyss Actors' Curtain Call" per turn.
(Common)
Rating: 1 out of 5
Their performances haven't been that great.
White Dragon Abyss (LED3-EN048)
Abyss Playhouse - Fantastic Theater
SPELL / Field Spell
You can reveal 1 "Abyss Actor" Pendulum Monster and 1 "Abyss Script" Spell in your hand; add 1 "Abyss Script" Spell from your Deck to your hand, with a different name than that revealed Spell. While you control a Pendulum Summoned "Abyss Actor" Pendulum Monster, any monster effect activated by your opponent becomes "Destroy 1 Set Spell/Trap your opponent controls". You can only use each effect of "Abyss Playhouse - Fantastic Theater" once per turn.
(Rare)
Rating: 1 out of 5
Rewrite the scripts because they aren't dazzling the crowd at all.
White Dragon Abyss (LED3-EN047)
Abyss Script - Romantic Terror
SPELL / Quick-Play Spell
Return 1 "Abyss Actor" Pendulum Monster you control to the hand, and if you do, Special Summon from your Extra Deck in Defense Position, 1 face-up "Abyss Actor" Pendulum Monster with a different original name from that monster. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can Set any number of "Abyss Script" Spells directly from your Deck. You can only activate 1 "Abyss Script - Romantic Terror" per turn.
(Rare)
Rating: 2 out of 5
They're probably going to have same ending as the play this is based on.
White Dragon Abyss (LED3-EN046)
Abyss Actor - Comic Relief
DARK / Pendulum Monster / Level 3 / ATK 1000 / DEF 2000 / Scale 8 and Scale 8
Pendulum Text
You can target 1 "Abyss Actor" Pendulum Monster you control and 1 monster your opponent controls; switch control of both monsters, then destroy this card. You can only use this effect of "Abyss Actor - Comic Relief" once per turn.
(Fiend / Pendulum / Effect)
You take no battle damage from attacks involving this card. Once per turn, during your Standby Phase: Give control of this card to your opponent. Once per turn, if control of this face-up card changes: Activate this effect; the owner of this card can destroy 1 Set "Abyss Script" Spell in their Spell & Trap Zone.
(Rare)
Rating: 2 out of 5
Comic relief characters rarely do much, and that's about what you get here too.
White Dragon Abyss (LED3-EN045)
Abyss Actor - Mellow Madonna
DARK / Pendulum Monster / Level 7 / ATK 1800 / DEF 2500 / Scale 0 and Scale 0
Pendulum Text
You can pay 1000 LP; add 1 "Abyss Actor" Pendulum Monster from your Deck to your hand, except "Abyss Actor - Mellow Madonna", also you cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters (even if this card leaves the field). You can only use this effect of "Abyss Actor - Mellow Madonna" once per turn.
(Fiend / Pendulum / Effect)
Gains 100 ATK for each "Abyss Script" Spell in your GY. You can only use each of the following effects of "Abyss Actor - Mellow Madonna" once per turn.
● When a Pendulum Monster you control is destroyed by battle: You can Special Summon this card from your hand.
● If an "Abyss Script" Spell Card or effect is activated: You can Special Summon 1 Level 4 or lower "Abyss Actor" Pendulum Monster from your Deck, but return it to the hand during the End Phase.
(Super Rare)
Rating: 2 out of 5
A Scale of 0 is quite rare so far, and it has no restrictions on using it just for that.
White Dragon Abyss (LED3-EN044)
Accellight
SPELL / Normal Spell
If you control no monsters: Special Summon 1 Level 4 or lower "Photon" or "Galaxy" monster from your Deck. You can only activate 1 "Accellight" per turn. You cannot Normal Summon/Set during the turn you activate this card.
(Common)
Rating: 1 out of 5
Photon Lead can get any Level 4 LIGHT monster on the field with no major restrictions at all.
White Dragon Abyss (LED3-EN043)
Kuriphoton
LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 200
(Fiend/ Effect))
During either player's turn: You can send this card from your hand to the Graveyard and pay 2000 Life Points; you take no damage this turn. If this card is in your Graveyard: You can send 1 "Photon" monster from your hand to the Graveyard, except "Kuriphoton"; add this card from your Graveyard to your hand. You can only use this effect of "Kuriphoton" once per turn.During either player's turn: You can send this card from your hand to the Graveyard and pay 2000 Life Points; you take no damage this turn. If this card is in your Graveyard: You can send 1 "Photon" monster from your hand to the Graveyard, except "Kuriphoton"; add this card from your Graveyard to your hand. You can only use this effect of "Kuriphoton" once per turn.
(Common)
Rating: 1 out of 5
What good is avoiding damage if you're paying 2000 Life Points to do so?
White Dragon Abyss (LED3-EN040)
Galaxy Knight
LIGHT / Effect Monster / Level 8 / ATK 2800 / DEF 2600
(Warrior / Effect)
If you control a "Photon" or "Galaxy" monster, you can Normal Summon this card without Tributing. When you do: Target 1 "Galaxy-Eyes Photon Dragon" in your Graveyard (if possible); regardless, this card loses 1000 ATK, and if it does, Special Summon that target (if any) in face-up Defense Position. This ATK decrease lasts until the End Phase.
(Super Rare)
Rating: 1 out of 5
They copied Swift Gaia the Fierce Knight (SD5 #6) and made it even worse.
White Dragon Abyss (LED3-EN038)
Photon Change
TRAP / Continuous Trap
Send this card to the GY during your 2nd Standby Phase after activation. You can only use the following effect of "Photon Change" once per turn. Send 1 "Photon" or "Galaxy" monster you control to the GY to activate 1 of these effects, or, if you send "Galaxy-Eyes Photon Dragon", you can activate both, in sequence;
● Special Summon 1 "Photon" monster from your Deck with a different original name than the sent monster.
● Add 1 "Photon" card from your Deck to your hand, except "Photon Change".
(Rare)
Rating: 1 out of 5
So many better changes can be done with more generic effects.
White Dragon Abyss (LED3-EN037)
Photon Hand
SPELL / Normal Spell
If you control a "Photon" or "Galaxy" monster: Pay 1000 LP, then target 1 monster your opponent controls; take control of it. If you do not control "Galaxy-Eyes Photon Dragon" at activation, you can only target an Xyz Monster. You can only activate 1 "Photon Hand" per turn.
(Ultra Rare)
Rating: 2 out of 5
Either way, the effect isn't bad, but it's better with Photon Dragon. (#11)
White Dragon Abyss (LED3-EN036)
Photon Orbital
LIGHT / Effect Monster / Level 4 / ATK 500 / DEF 2000
(Machine / Effect)
During your Main Phase: You can target 1 "Photon" or "Galaxy" monster you control; equip this monster from your hand or field to that target. It gains 500 ATK, also it cannot be destroyed by battle. You can send this Equip Card to the GY; add 1 "Photon" or "Galaxy" monster from your Deck to your hand, except "Photon Orbital". You can only use this effect of "Photon Orbital" once per turn.
(Ultra Rare)
Rating: 2 out of 5
Orbital 7 (#20 now supports the two Archetypes (#15) Kite Tenjo uses, but that doesn't improve much.
White Dragon Abyss (LED3-EN035)
Photon Vanisher
LIGHT / Effect Monster / Level 4 / ATK 2000 / DEF 0
(Warrior / Effect)
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control a "Photon" or "Galaxy" monster. Cannot attack the turn it is Special Summoned. You can only Special Summon "Photon Vanisher(s)" once per turn. If this card is Special Summoned: You can add 1 "Galaxy-Eyes Photon Dragon" from your Deck to your hand. An Xyz Monster that was Summoned using this card on the field as material gains this effect.
● Banish any monster destroyed by battle with this card.
(Rare)
Rating: 1 out of 5
Just about everything bad rolled into a single card.
White Dragon Abyss (LED3-EN034)
Starliege Photon Blast Dragon
LIGHT / Xyz Monster / Rank 4 / ATK 1800 / DEF 2500
(Dragon / Xyz / Effect)

2 Level 4 monsters
If this card is Xyz Summoned: You can Special Summon 1 "Photon" monster from your hand. While this Xyz Summoned monster is on the field, your opponent cannot target monsters you control with 2000 or more ATK with card effects, also they cannot be destroyed by your opponent's card effects. Once per opponent's turn (Quick Effect): You can detach 1 material from this card, then target 1 of your "Galaxy-Eyes Photon Dragon" that is banished or in your GY; Special Summon it.
(Ultra Rare)
Rating: 2 out of 5
Photon Dragon (#11) is a pretty good candidate for the effects, but this isn't very strong for 2 materials.
White Dragon Abyss (LED3-EN027)
Blackbird Close
TRAP / Counter Trap
When a monster your opponent controls activates its effect: You can send 1 face-up "Blackwing" monster you control to the GY; negate the activation, and if you do, destroy it, then, you can Special Summon 1 "Black-Winged Dragon" from your Extra Deck. If you control a "Blackwing" Synchro Monster or "Black-Winged Dragon", you can activate this card from your hand.
(Rare)
Rating: 1 out of 5
Divine Wrath would be better to counter monster effects than this.
White Dragon Abyss (LED3-EN026)
Glowing Crossbow
SPELL / Equip Spell
Equip only to a "Blackwing" monster. It gains 500 ATK/DEF. You can only use each of the following effects of "Glowing Crossbow" once per turn.
● If the equipped monster destroys an opponent's monster by battle: You can discard 1 random card from your opponent's hand.
● If this card is sent to the GY because the equipped monster was used as a Synchro Material: You can add this card from the GY to your hand.
(Rare)
Rating: 1 out of 5
Just the Blackwing version of Black Pendant. (YSD #21)
White Dragon Abyss (LED3-EN025)
Blackwing - Auster the South Wind
DARK / Effect Monster / Level 4 / ATK 1300 / DEF 0
(Winged Beast / Tuner / Effect)
Cannot be Special Summoned. When this card is Normal Summoned: You can target 1 of your banished Level 4 or lower "Blackwing" monsters; Special Summon it in Defense Position. You can banish this card from the GY to activate 1 of the following effects;
● Place Black Feather Counter(s) on 1 "Black-Winged Dragon" you control, equal to the number of card(s) your opponent controls.
● Place 1 Wedge Counter on each face-up monster your opponent controls that does not have one.
(Rare)
Rating: 2 out of 5
Blizzard the Far North (#10) has a sibling, and it's about as useful.
White Dragon Abyss (LED3-EN024)
Blackwing - Simoon the Poison Wind
DARK / Effect Monster / Level 6 / ATK 1600 / DEF 2000
(Winged Beast / Effect)
If you control no monsters and have this card in your hand: You can banish 1 other "Blackwing" monster from your hand; place 1 "Black Whirlwind" from your Deck face-up in your Spell & Trap Zone, then, either send this card to the GY, or immediately after this effect resolves, Normal Summon it without Tributing. You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK monsters. You can only use this effect of "Blackwing - Simoon the Poison Wind" once per turn. During the End Phase, send the "Black Whirlwind" placed by this effect to the GY, and if you do, take 1000 damage.
(Super Rare)
Rating: 1 out of 5
You certainly won't feel too good after playing this disaster.
White Dragon Abyss (LED3-EN023)
Blackwing Full Armor Master
DARK / Synchro Monster / Level 10 / ATK 3000 / DEF 3000
(Winged Beast / Synchro/ Effect))

1 "Blackwing" Tuner + 1+ non-Tuner monsters
Unaffected by other cards' effects. Each time a monster your opponent controls activates its effect, place 1 Wedge Counter on that opponent's monster (max. 1) after that effect resolves. Once per turn: You can target 1 monster your opponent controls with a Wedge Counter; take control of it. Once per turn, during your End Phase: You can destroy all monsters on the field with a Wedge Counter.
(Ultra Rare)
Rating: 4 out of 5
Higher stats than the original (#41), and can also take or destroy monsters with Wedge Counters.
White Dragon Abyss (LED3-EN021)
Cyber Repair Plant
SPELL / Normal Spell
If "Cyber Dragon" is in your GY: You can activate 1 of these effects. If you have 3 or more "Cyber Dragon" in your GY at activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn.
● Add 1 LIGHT Machine monster from your Deck to your hand.
● Target 1 LIGHT Machine monster in your GY; shuffle that target into your Deck.
(Common)
Rating: 2 out of 5
Might as well get a 2nd copy of the original because everything else is generally weaker.
White Dragon Abyss (LED3-EN020)
Cyber Dragon Drei
LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 800
(Machine / Effect)
When this card is Normal Summoned: You can make all "Cyber Dragon" you currently control become Level 5. You cannot Special Summon any monsters during the turn you activate this effect, except Machine monsters. If this card is banished: You can target 1 "Cyber Dragon" you control; it cannot be destroyed by battle or by card effects this turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
(Common)
Rating: 3 out of 5
Most members (#35) are pretty bad, but this includes itself and it's a generic Beatstick.
White Dragon Abyss (LED3-EN016)
Cybernetic Revolution
TRAP / Normal Trap
Tribute 1 “Cyber Dragon”; Special Summon 1 Fusion Monster from your Extra Deck that lists a “Cyber Dragon” monster as material, but it cannot attack directly, and it is destroyed during the End Phase of the next turn. You can only activate 1 “Cybernetic Revolution” per turn.
(Super Rare)
Rating: 1 out of 5
Lists the very set with much better cards.
White Dragon Abyss (LED3-EN015)
Super Strident Blaze
SPELL / Equip Spell
Equip only to a Machine Fusion Monster. Your opponent cannot activate cards or effects during your Battle Phase. At the end of the Damage Step, if the equipped monster attacked an opponent's monster: You can banish 1 “Cyber Dragon” monster from your GY; the equipped monster can attack an opponent's monster again in a row. Your other monsters cannot attack the turn you activate this effect.
(Rare)
Rating: 4 out of 5
The last effect isn't worth it so let your powerhouse Fusion Monster do all the heavy lifting.
White Dragon Abyss (LED3-EN014)
Cyberload Fusion
SPELL / Quick-Play Spell
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or your face-up banished cards, but monsters you control cannot attack for the rest of this turn, except that Fusion Summoned monster. You can only activate 1 "Cyberload Fusion" per turn.
(Super Rare)
Rating: 0 out of 5
Cyber Dragon doesn't need more Fusion Summon support when the better stuff was back in CRV.
White Dragon Abyss (LED3-EN013)
Cyber Pharos
LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 2100
(Machine / Effect)
You can Special Summon this card (from your hand) by Tributing 1 Machine monster. Once per turn, during your Main Phase: You can Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. When a Fusion Monster you control is destroyed by battle: You can banish this card from your GY; add 1 "Power Bond" from your Deck to your hand. You can only use this effect of "Cyber Pharos" once per turn.
(Rare)
Rating: 2 out of 5
Power Bond is a potent card, but isn't much use without a Fusion Monster.
White Dragon Abyss (LED3-EN012)
Cyber Eternity Dragon
LIGHT / Fusion Monster / Level 10 / ATK 2800 / DEF 4000
(Machine / Fusion / Effect)

1 "Cyber Dragon" monster + 2 Machine monsters
If you have a Machine Fusion Monster(s) in your GY, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Cyber Dragon" from your hand, Deck, or GY. You can banish this card from your GY; this turn, your opponent cannot target Fusion Monsters you control with card effects, also they cannot be destroyed by your opponent's card effects.
(Ultra Rare)
Rating: 2 out of 5
Talk about being weaker than the original.
White Dragon Abyss (LED3-EN010)
Dragon Shrine
SPELL / Normal Spell
Send 1 Dragon monster from your Deck to the GY, then, if that monster in your GY is a Dragon Normal Monster, you can send 1 more Dragon monster from your Deck to the GY. You can only activate 1 "Dragon Shrine" per turn.
(Common)
Rating: 2 out of 5
Fuels Fusion Summons for ones Five-Headed (MIL1 #12) or Blue-Eyes Ultimate (#28) at least.
White Dragon Abyss (LED3-EN008)
Maiden with Eyes of Blue
LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 0
(Spellcaster / Tuner / Effect)
When a card or effect is activated that targets this card (Quick Effect): You can Special Summon 1 "Blue-Eyes White Dragon" from your hand, Deck, or GY. When this card is targeted for an attack: You can negate the attack, and if you do, change the battle position of this card, then you can Special Summon 1 "Blue-Eyes White Dragon" from your hand, Deck, or GY. You can only use 1 "Maiden with Eyes of Blue" effect per turn, and only once that turn.
(Common)
Rating: 3 out of 5
You'll have Blue-Eyes from just about anywhere in short order and it's a searchable Tuner.
White Dragon Abyss (LED3-EN005)
The Ultimate Creature of Destruction
TRAP / Normal Trap
Target 1 "Blue-Eyes" monster you control; this turn, that face-up monster is unaffected by card effects, except its own, it cannot be destroyed by battle, also any opponent's monster it battles is destroyed at the end of the Damage Step. While this card is in your GY, if you Normal or Special Summon a "Blue-Eyes White Dragon": You can Set this card, but banish it when it leaves the field. You can only use this effect of "The Ultimate Creature of Destruction" once per turn.
(Super Rare)
Rating: 2 out of 5
There's some good Blue-Eyes monsters (#1), but Safe Zone (#78) is much better.
White Dragon Abyss (LED3-EN004)
Rage with Eyes of Blue
SPELL / Quick-Play Spell
Banish this card, and as many cards as possible from your hand, field and GY face-down, and if you do, Special Summon up to 3 copies of “Blue-Eyes White Dragon” from your Deck. You cannot Normal or Special Summon monsters the turn you activate this card, except “Blue-Eyes White Dragon”.
(Super Rare)
Rating: 2 out of 5
Pretty costly to use, but that's 3 Blue-Eyes White Dragons from just about anywhere.
White Dragon Abyss (LED3-EN003)
Bingo Machine, Go!!
SPELL / Normal Spell
Reveal 3 cards from your Deck that each meets at least 1 of the criteria listed below, your opponent randomly picks 1 for you to add to your hand, and you shuffle the rest into your Deck. add to your hand, and you shuffle the rest back into your Deck. You can only activate 1 "Bingo Machine, Go!!!" per turn.
● "Blue-Eyes" monster.
● Spell/Trap that specifically lists the card "Blue-Eyes White Dragon" or "Blue-Eyes Ultimate Dragon", except "Bingo Machine, Go!!!".
(Ultra Rare)
Rating: 2 out of 5
Basically, it becomes The White Stone of Legend (#35) or little else.
White Dragon Abyss (LED3-EN002)
Blue-Eyes Solid Dragon
LIGHT / Effect Monster / Level 8 / ATK 2500 / DEF 2000
(Dragon / Effect)
If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; negate its effects. When your opponent activates a card or effect (Quick Effect): You can shuffle this card from the field into the Deck, and if you do, Special Summon 1 "Blue-Eyes White Dragon" from your Deck. You can only use each effect of "Blue-Eyes Solid Dragon" once per turn.
(Ultra Rare)
Rating: 1 out of 5
You've got multiple better ways to deal with effects or Special Summon Blue-Eyes. (#1)
White Dragon Abyss (LED3-EN001)
Blue-Eyes Chaos Dragon
DARK / Ritual Monster / Level 8 / ATK 3000 / DEF 0
(Dragon / Ritual / Effect)

You can Ritual Summon this card with “Chaos Form”. Must be Ritual Summoned. Your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Ritual Summoned card using a “Blue-Eyes White Dragon”, when it declares an attack: You can change the battle positions of as many monsters your opponent controls as possible, and if you do, the ATK/DEF of those changed monsters become 0, also, this turn, if this card attacks a Defense Position monster, inflict piercing battle damage.
(Ultra Rare)
Rating: 3 out of 5
Chaos MAX (#4) is better still, but this isn't bad, especially with regular Blue-Eyes. (#2)