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Legendary Duelists Partial Card Ratings (Page 3)
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. LED5-EN info: https://yugipedia.com/wiki/Legendary_Duelists:_Immortal_Destiny 4. LED6-EN info: https://yugipedia.com/wiki/Legendary_Duelists:_Magical_Hero |
Magical Hero (LED6-EN055) Spiral Flame Strike SPELL / Normal Spell Activate 1 of these effects; ● If you control an "Odd-Eyes" card: Target 1 card on the field; destroy it. ● Add to your hand, 1 Level 7 "Odd-Eyes" monster from your Deck, or 1 face-up Level 7 "Odd-Eyes" Pendulum Monster from your Extra Deck. (Common) |
Rating: 2 out of 5 Might as well get a 2nd Pendulum Dragon (#4) because it's really the only good one. |
Magical Hero (LED6-EN050) Timegazer Magician DARK / Pendulum Monster / Level 5 / ATK 1200 / DEF 2400 / Scale 1 and Scale 1 Pendulum Text You must control no monsters to activate this card. If a Pendulum Monster you control battles, your opponent cannot activate Trap Cards until the end of the Damage Step. Unless you have a "Magician" card or "Odd-Eyes" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. |
(Spellcaster / Pendulum /
Effect) Each turn, the first card(s) in your Pendulum Zone that would be destroyed by an opponent's card effect, is not destroyed. (Common) |
Rating: 2 out of 5 Here's our 2nd Pendulum overall, but it's not really an improvement from Stargazer. (#11) |
Magical Hero (LED6-EN049) Pendulum Dimension TRAP / Continuous Trap If you Special Summon any of these monsters using a Pendulum Monster(s) as material, while this card is already face-up in your Spell & Trap Zone: You can activate the appropriate effect. You cannot apply that same effect of "Pendulum Dimension" for the rest of this turn (even if this card leaves the field). ● Fusion: Special Summon 1 monster from your Deck with the same original Level as that Fusion Monster, in Defense Position, but negate its effects. ● Synchro: Add 1 "Polymerization" from your Deck to your hand. ● Xyz: Take 1 Tuner from your Deck with an equal or lower Level than that Xyz Monster's Rank, and add it to your hand or Special Summon it. (Common) |
Rating: 2 out of 5 You're not aiding in a future Summon of the same type, but it can help anyway. |
Magical Hero (LED6-EN048) Smile Action SPELL / Field Spell When this card is activated: Each player can banish up to 5 Spells from their own GY, face-down. If a monster declares an attack: The attacked player activates this effect; ● You (the attacked player) can randomly add 1 of your cards banished by this card's effect to your hand, then you can discard it and negate that attack, but if you do not discard that added card, any battle damage you take this turn is doubled (even if this card leaves the field). (Common) |
Rating: 0 out of 5 Smile cards (#56) have been nothing but disappointment since they debuted. |
Magical Hero (LED6-EN047) Performapal Popperup SPELL / Normal Spell Send up to 3 cards from your hand to the GY; draw that many cards, then you can Special Summon up to that many monsters from your hand, with different names, that are "Performapal" monsters, "Magician" Pendulum Monsters, and/or "Odd-Eyes" monsters, each with a Level between the Pendulum Scales of the 2 cards in your Pendulum Zones. If you did not Special Summon by this effect, you lose 1000 LP for each card in your hand. You can only activate 1 "Performapal Popperup" per turn. (Rare) |
Rating: 1 out of 5 Magical Mallet doesn't make you walk through a gauntlet just to replenish your hand. |
Magical Hero (LED6-EN046) Odd-Eyes Wizard Dragon DARK / Effect Monster / Level 7 / ATK 2500 / DEF 2500 (Dragon / Effect) If this card is in your hand: You can Tribute 1 DARK monster; send 1 "Odd-Eyes Dragon" from your hand, Deck, or face-up field to the GY, and if you do, Special Summon this card. If this card in your possession is destroyed by an opponent's card and sent to your GY: You can Special Summon 1 "Odd-Eyes" monster from your Deck or GY, except "Odd-Eyes Wizard Dragon", then you can add 1 "Spiral Flame Strike" from your Deck to your hand. (Rare) |
Rating: 1 out of 5 The better Odd-Eyes is Pendulum Dragon. (#4) |
Magical Hero (LED6-EN045) Performapal Celestial Magician DARK / Pendulum Monster / Level 4 / ATK 1500 / DEF 1000 / Scale 8 and Scale 8 Pendulum Text When exactly 1 face-up Fusion, Synchro, or Xyz Monster you control that was Special Summoned from the Extra Deck is destroyed by battle, or an opponent's card effect: You can Special Summon that destroyed monster, then destroy this card. You can only use this effect of "Performapal Celestial Magician" once per turn. |
(Spellcaster / Pendulum /
Effect) During your Main Phase, if this card was Normal or Special Summoned this turn: You can apply the following effect(s) for the rest of this turn, based on the other monsters you currently control. ● Fusion: This card can attack directly. ● Synchro: Your opponent cannot activate monster effects. ● Xyz: This card's ATK becomes double its original ATK. ● Pendulum: During the End Phase, add 1 Pendulum Monster from your Deck to your hand. You can only use this effect of "Performapal Celestial Magician" once per turn. (Super Rare) |
Rating: 2 out of 5 Your loss is generally not replenished at all, though this does have a high Pendulum Scale and is searchable. |
Magical Hero (LED6-EN038) Future Drive SPELL / Quick-Play Spell Target 1 "Utopic Future" Xyz Monster you control; apply the following effect(s) to that monster you control for the rest of this turn. ● It can attack all monsters your opponent controls once each. ● If it battles an opponent's monster, that monster's effects are negated during the Damage Step only. ● Each time it destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's original ATK. You can only activate 1 "Future Drive" per turn. (Rare) |
Rating: 1 out of 5 Utopia monsters (#59) are mostly LIGHT, but your future is going to be poor if you use them. |
Magical Hero (LED6-EN037) Onomatopickup SPELL / Continuous Spell When this card is activated: You can add 1 "Onomat" card from your Deck to your hand, except "Onomatopickup". You can target 1 "Zubaba", "Gagaga", "Gogogo", or "Dododo" monster you control; all monsters you currently control become that monster's Level until the end of this turn (even if this card leaves the field). You can only use this effect of "Onomatopickup" once per turn. You can only activate 1 "Onomatopickup" per turn. (Rare) |
Rating: 1 out of 5 Pick up Level Lifter instead and toss a card to really boost your Xyz Summoning capabilities. |
Magical Hero (LED6-EN036) Dodododwarf Gogogoglove EARTH / Effect Monster / Level 4 / ATK 0 / DEF 1800 (Rock / Effect) During your Main Phase: You can Special Summon 1 "Zubaba" or "Gagaga" monster from your hand. If you control a "Gogogo" or "Dododo" monster except "Dodododwarf Gogogoglove", while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dodododwarf Gogogoglove" once per turn. (Rare) |
Rating: 2 out of 5 The kind of gloves that'll do in a pinch, but wouldn't be your first pick. |
Magical Hero (LED6-EN035) Zubababancho Gagagacoat EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 100 (Warrior / Effect) If you control a "Zubaba" or "Gagaga" monster except "Zubababancho Gagagacoat", while this card is in your hand: You can Special Summon this card. You can target 1 "Gogogo" or "Dododo" monster in your GY; Special Summon it, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use each effect of "Zubababancho Gagagacoat" once per turn. (Rare) |
Rating: 3 out of 5 Much like an actual coat during the heat of winter, this'lll prove useful for any Duel. |
Magical Hero (LED6-EN034) Gagagaga Magician DARK / Xyz Monster / Rank 4 / ATK 2000 / DEF 2000 (Spellcaster / Xyz / Effect) 2 Level 4 monsters You can detach 1 material from this card, then target 1 Xyz Monster in your GY, except "Gagagaga Magician"; Special Summon it, but negate its effects. You can only use this effect of "Gagagaga Magician" once per turn. A "Utopic Future" Xyz Monster that has this card as material gains this effect. ● During your Main Phase: You can detach 2 materials from this card, then target 1 Xyz Monster you control; until the end of this turn, change its ATK to 4000, also negate its effects. (Super Rare) |
Rating: 1 out of 5 An oversized Xyz Reborn (#76) without giving it any Xyz Materials. |
Magical Hero (LED6-EN030) Jet Synchron FIRE / Effect Monster / Level 1 / ATK 500 / DEF 0 (Machine / Tuner / Effect) If this card is sent to the Graveyard as a Synchro Material: You can add 1 "Junk" monster from your Deck to your hand. If this card is in your Graveyard: You can send 1 card from your hand to the Graveyard; Special Summon this card, but banish it when it leaves the field. You can only use 1 "Jet Synchron" effect per turn, and only once that turn. (Common) |
Rating: 2 out of 5 Marginally helpful to get Junk Synchron (5DS1 #11) as you lose a Tuner, but it's otherwise very weak. |
Magical Hero (LED6-EN028) Accel Synchron DARK / Synchro Monster / Level 5 / ATK 500 / DEF 2100 (Machine / Synchro / Tuner / Effect) 1 Tuner + 1 or more non-Tuner monsters Once per turn: You can send 1 "Synchron" monster from your Deck to the Graveyard, then activate 1 of these effects; ● Increase this card's Level by the Level of the sent monster. ● Reduce this card's Level by the Level of the sent monster. During your opponent's Main Phase, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using Materials including this card you control (this is a Quick Effect). You can only Synchro Summon "Accel Synchron(s)" once per turn. (Common) |
Rating: 1 out of 5 Apparently we just can't let a bad strategy (#40) die. |
Magical Hero (LED6-EN027) Scrap-Iron Signal TRAP / Counter Trap When your opponent activates a monster effect, while you control a Synchro Monster that lists a Synchro Monster as material: Negate the activation, also, after that, Set this card face-down instead of sending it to the GY. You can only activate 1 "Scrap-Iron Signal" per turn. (Rare) |
Rating: 1 out of 5 Resetting itself is irrelevent when it asks for far too much. |
Magical Hero (LED6-EN026) Synchro Chase SPELL / Continuous Spell Your opponent cannot activate cards or effects in response to the effect activations of your Synchro Monsters with "Warrior", "Synchron", or "Stardust" in their original names. If you Synchro Summon a "Warrior", "Synchron", or "Stardust" Synchro Monster: You can target 1 monster in your GY used as its material; Special Summon it in Defense Position. You can only use this effect of "Synchro Chase" once per turn. (Ultra Rare) |
Rating: 2 out of 5 Stardust Dragon is the best choice among them, though Spark Dragon isn't bad either. |
Magical Hero (LED6-EN025) Satellite Synchron DARK / Effect Monster / Level 2 / ATK 700 / DEF 100 (Machine / Tuner / Effect) If a monster(s) is Special Summoned from your GY (except during the Damage Step): You can Special Summon this card from your hand. If you have a Synchro Monster with "Warrior", "Synchron", or "Stardust" in its original name on your field or GY: You can make this card's Level become 4 until the end of this turn. You can only use each effect of "Satellite Synchron" once per turn. (Super Rare) |
Rating: 2 out of 5 A lot like Quillbolt Hedgehog (#3), only actually useful. |
Magical Hero (LED6-EN024) Junk Converter EARTH / Effect Monster / Level 2 / ATK 400 / DEF 200 (Warrior / Effect) You can discard this card and 1 Tuner; add 1 "Synchron" monster from your Deck to your hand. If this card is sent to the GY as Synchro Material: You can target 1 Tuner in your GY; Special Summon it in Defense Position, but it cannot activate its effects this turn. You can only use each effect of "Junk Converter" once per turn. (Super Rare) |
Rating: 1 out of 5 Actual junk compared to Junk Synchron. (5DS1 #11) |
Magical Hero (LED6-EN023) Satellite Warrior DARK / Synchro Monster / Level 10 / ATK 2500 / DEF 2000 (Warrior / Synchro / Effect) 1 Tuner + 1+ non-Tuner Synchro Monsters If this card is Synchro Summoned: You can target cards your opponent controls, up to the number of Synchro Monsters in your GY; destroy them, and if you do, this card gains 1000 ATK for each card destroyed. If this Synchro Summoned card is destroyed: You can Special Summon up to 3 Level 8 or lower "Warrior", "Synchron", and/or "Stardust" Synchro Monsters with different names from your GY. You can only use each effect of "Satellite Warrior" once per turn. (Ultra Rare) |
Rating: 2 out of 5 Nearly an Accel Synchro (#42), but the effects still aren't that great. |
Magical Hero (LED6-EN016) Magistery Alchemist TRAP / Normal Trap Banish 4 "HERO" monsters from your GY and/or face-up field, then target 1 "HERO" monster in your GY; Special Summon it, ignoring its Summoning conditions. If you banished EARTH, WATER, FIRE, and WIND Attributes to activate this effect, the monster's original ATK becomes doubled, also negate the effects of all face-up cards your opponent currently controls. You can only activate 1 "Magistery Alchemist" per turn. (Super Rare) |
Rating: 1 out of 5 Ignoring Summon requirements, the strongest HERO is Bladedge, and Call of the Haunted is better. |
Magical Hero (LED6-EN015) Favorite Hero SPELL / Equip Spell Equip only to a Level 5 or higher "HERO" monster. If you control a card in your Field Zone, the equipped monster gains ATK equal to its original DEF, also your opponent cannot target it with card effects. At the start of the Battle Phase: You can activate 1 Field Spell directly from your hand or Deck. You can only use this effect of "Favorite Hero" once per turn. When the equipped monster attacks and destroys an opponent's monster by battle: You can send this card to the GY; the attacking monster can make a second attack in a row. (Ultra Rare) |
Rating: 2 out of 5 Flame Wingman would have a higher chance of success in battle, but most of them are quite bad. |
Magical Hero (LED6-EN014) Generation Next SPELL / Quick-Play Spell If your LP are lower than your opponent's: Add to your hand, or Special Summon, 1 "Elemental HERO" monster, "Kuriboh" monster, or "Neo-Spacian" monster from your Deck or GY, with ATK less than or equal to the difference in LPs, also for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as that card. You can only activate 1 "Generation Next" per turn. (Super Rare) |
Rating: 1 out of 5 Makes your existing disadvantage worse as you're generally going to be limited to 1000 ATK or less. |
Magical Hero (LED6-EN013) Elemental HERO Liquid Soldier WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1300 (Warrior / Effect) When this card is Normal Summoned: You can target 1 Level 4 or lower "HERO" monster in your GY, except "Elemental HERO Liquid Soldier"; Special Summon it. If this card is used as Fusion Material for a "HERO" monster, and sent to the GY or banished: You can draw 2 cards, then discard 1 card. You can only use 1 "Elemental HERO Liquid Soldier" effect per turn, and only once that turn. (Ultra Rare) |
Rating: 1 out of 5 Liquid amounting to a puddle is nothing to worry about. |
Magical Hero (LED6-EN012) Elemental HERO Sunrise LIGHT / Fusion Monster / Level 7 / ATK 2500 / DEF 1200 (Warrior / Fusion / Effect) 2 "HERO" monsters with different Attributes Must be Fusion Summoned. Monsters you control gain 200 ATK for each different Attribute you control. You can only use each of the following effects of "Elemental HERO Sunrise" once per turn. ● If this card is Special Summoned: You can add 1 "Miracle Fusion" from your Deck to your hand. ● When an attack is declared involving another "HERO" monster you control: You can target 1 card on the field; destroy it. (Ultra Rare) |
Rating: 2 out of 5 Weaker than Bladedge, but supports a marginally useful Fusion Summon (#39) card. |
Magical Hero (LED6-EN007) Apprentice Illusion Magician DARK / Effect Monster / Level 6 / ATK 2000 / DEF 1700 (Spellcaster / Effect) You can Special Summon this card (from your hand) by discarding 1 card. If this card is Normal or Special Summoned: You can add 1 "Dark Magician" from your Deck to your hand. During damage calculation (in either player's turn), if your other DARK Spellcaster-Type monster battles an opponent's monster: You can send this card from your hand or face-up from your field to the Graveyard; that monster you control gains 2000 ATK and DEF during that damage calculation only. (Ultra Rare) |
Rating: 2 out of 5 Ancient Egypt hasn't improved Dark Magician Girl as she's still about as mediocre as she was in MFC. (#0) |
Magical Hero (LED6-EN005) Magicians' Combination TRAP / Continuous Trap Once per turn, when a card or effect is activated (except during the Damage Step): You can Tribute 1 "Dark Magician" or 1 "Dark Magician Girl"; Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your hand or GY, with a different name from the Tributed monster, and if you do, negate that activated effect. If this face-up card is sent from the Spell & Trap Zone to the GY: You can destroy 1 card on the field. (Ultra Rare) |
Rating: 1 out of 5 Should've been a Blue-Eyes support card. |
Magical Hero (LED6-EN004) Secrets of Dark Magic SPELL / Quick-Play Spell Activate 1 of the following effects. ● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", as Fusion Material. ● Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", whose total Levels equal or exceed the Level of the Ritual Monster. (Rare) |
Rating: 0 out of 5 Dark Magic (#95) just doesn't translate well to cards as just about all of them have proven to be awful. |
Magical Hero (LED6-EN003) Soul Servant SPELL / Quick-Play Spell Place 1 card on top of the Deck from your hand, Deck, or GY, that is "Dark Magician" or specifically lists "Dark Magician" or "Dark Magician Girl" in its text, except "Soul Servant". During your Main Phase: You can banish this card from your GY; draw cards equal to the number of "Palladium" monsters, "Dark Magician", and/or "Dark Magician Girl", with different names, on the field and in the GYs. You can only use this effect of "Soul Servant" once per turn. (Ultra Rare) |
Rating: 1 out of 5 Why are they getting the support when they suck? |
Magical Hero (LED6-EN002) Magicians' Souls DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Effect) You can send up to 2 Spells/Traps from your hand and/or field to the GY; draw that many cards. If this card is in your hand: You can send 1 Level 6 or higher Spellcaster monster from your Deck to the GY, then activate 1 of these effects; ● Special Summon this card. ● Send this card to the GY, then, you can Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your GY. You can only use each effect of "Magicians' Souls" once per turn. (Ultra Rare) |
Rating: 1 out of 5 I guess this is what Dark Magician becomes after Ectoplasmer (#43) is used on it. |
Magical Hero (LED6-EN001) The Dark Magicians DARK / Fusion Monster / Level 8 / ATK 2800 / DEF 2300 (Spellcaster / Fusion / Effect) "Dark Magician" or "Dark Magician Girl" + 1 Spellcaster monster Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Set it, and if it was a Trap or Quick-Play Spell, you can activate it this turn. If this card is destroyed: You can Special Summon both 1 "Dark Magician" and 1 "Dark Magician Girl" from your hand, Deck, and/or GY. (Ultra Rare) |
Rating: 1 out of 5 They're weaker combined than with Magicians Unite. The effects are also a gamble. |
Immortal Destiny
(LED5-EN049) Predaplanning TRAP / Normal Trap Send 1 "Predaplant" monster from your Deck to the GY; place 1 Predator Counter on each face-up monster on the field, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter. If you Fusion Summon a DARK monster while this card is in your GY (except during the Damage Step): You can banish this card from your GY, then target 1 card on the field; destroy it. You can only use each effect of "Predaplanning" once per turn. (Rare) |
Rating: 1 out of 5 Time for better planning in general because Predaplants (FUEN #3) are not a threat. |
Immortal Destiny
(LED5-EN048) Predaprime Fusion SPELL / Quick-Play Spell If a "Predaplant" monster(s) is on the field: Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from either field as material, including 2 or more DARK monsters you control. You can only activate 1 "Predaprime Fusion" per turn. (Rare) |
Rating: 0 out of 5 Super Poly (#46) is unbanned so this is entirely pointless. |
Immortal Destiny
(LED5-EN047) Predapractice SPELL / Normal Spell Special Summon 1 "Predaplant" monster from your hand, then add 1 "Predap" card from your Deck to your hand, except "Predapractice", also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only activate 1 "Predapractice" per turn. (Ultra Rare) |
Rating: 1 out of 5 Predapractice doesn't make predaperfect for Pathetaplants. |
Immortal Destiny
(LED5-EN046) Predaplant Heliamphorhyncus DARK / Effect Monster / Level 8 / ATK 1200 / DEF 2400 (Plant / Effect) If your opponent controls a monster with a Predator Counter: You can Special Summon this card from your hand. If this card in its owner's possession is destroyed by your opponent's card: You can target 1 DARK Dragon or 1 DARK Plant monster in your GY, except "Predaplant Heliamphorhynchus"; Special Summon it. You can only use each effect of "Predaplant Heliamphorhynchus" once per turn. (Super Rare) |
Rating: 1 out of 5 Can't have a green thumb when these guys will only ruin your side of the lawn. |
Immortal Destiny
(LED5-EN045) Predaplant Triphyovertum DARK / Fusion Monster / Level 9 / ATK 3000 / DEF 3000 (Plant / Fusion / Effect) 3 DARK monsters on the field Gains ATK equal to the total original ATK of all other monsters on the field with a Predator Counter. You can only use each of the following effects of "Predaplant Triphyoverutum" once per turn. ● When your opponent Special Summons a monster(s) from their Extra Deck while you control this Fusion Summoned card (Quick Effect): You can negate the Summon, and if you do, destroy that monster(s). ● If your opponent controls a monster with a Predator Counter(s): You can Special Summon this card from your GY in Defense Position. (Super Rare) |
Rating: 4 out of 5 Easily Fusion Summoned and can negate Special Summons for free. Can be revived later too. |
Immortal Destiny
(LED5-EN044) Junk Puppet SPELL / Normal Spell Target 1 "Gimmick Puppet" monster in your Graveyard; Special Summon it. You can only activate 1 "Junk Puppet" per turn. (Common) |
Rating: 1 out of 5 The name describes the Deck perfectly. |
Immortal Destiny
(LED5-EN043) Number 40: Gimmick Puppet of Strings DARK / Xyz Monster / Rank 8 / ATK 3000 / DEF 2000 (Machine / Xyz / Effect) 2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card; place 1 String Counter on each face-up monster on the field, except this card. If you do, during your opponent's next End Phase: Destroy the monsters with String Counters, and if you do, inflict 500 damage to your opponent for each monster destroyed. (Common) |
Rating: 1 out of 5 It may not go down like the others, but this is too slow to be effective, and it's only 500 damage per monster. |
Immortal Destiny
(LED5-EN042) Gimmick Puppet Humpty Dumpty DARK / Effect Monster / Level 4 / ATK 0 / DEF 100 (Machine / Effect) When this card is Normal or Special Summoned: You can Special Summon 1 "Gimmick Puppet" monster from your hand. You can only use this effect of "Gimmick Puppet Humpty Dumpty" once per turn. (Common) |
Rating: 1 out of 5 Skip the step about it falling and just toss them on the ground and walk away. |
Immortal Destiny
(LED5-EN040) Gimmick Puppet Magnet Doll DARK / Effect Monster / Level 8 / ATK 1000 / DEF 1000 (Machine / Effect) If your opponent controls a monster, and all monsters you control are face-up "Gimmick Puppet" monsters (min. 1), you can Special Summon this card (from your hand). (Common) |
Rating: 1 out of 5 Attracted to a very poor strategy. |
Immortal Destiny
(LED5-EN039) Gimmick Puppet Dreary Doll DARK / Effect Monster / Level 8 / ATK 0 / DEF 0 (Machine / Effect) If this card is in your Graveyard: You can banish 1 other "Gimmick Puppet" monster from your Graveyard; Special Summon this card from your Graveyard. You can only use this effect of "Gimmick Puppet Dreary Doll" once per turn. This card cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a "Gimmick Puppet" monster. (Common) |
Rating: 1 out of 5 The gimmick now spreads to their own Hieratic Seal. (#2) |
Immortal Destiny
(LED5-EN038) Puppet Parade TRAP / Normal Trap If your opponent controls more monsters than you do: Special Summon "Gimmick Puppet" monsters with different names from your Deck, up to the difference, then, if your opponent's LP are at least 2000 higher than yours, you can Set 1 "Rank-Up-Magic" Normal Spell directly from your Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Gimmick Puppet" monsters. You can only activate 1 "Puppet Parade" per turn. (Common) |
Rating: 1 out of 5 The only time this parade would be valid is on Halloween, and even then it'd be lame. |
Immortal Destiny
(LED5-EN037) Perform Puppet SPELL / Continuous Spell You can banish 1 "Gimmick Puppet" monster from your GY; all monsters you currently control become that banished monster's Level, until the end of this turn (even if this card leaves the field). If a face-up "Gimmick Puppet" monster(s) you control is destroyed by battle or an opponent's card effect and sent to the GY: You can target 1 of your banished "Gimmick Puppet" monsters; Special Summon it. You can only use each effect of "Perform Puppet" once per turn. (Rare) |
Rating: 1 out of 5 Their performance is about as bad as any Performapal's. (#5) |
Immortal Destiny
(LED5-EN036) Gimmick Puppet Bisque Doll DARK / Effect Monster / Level 8 / ATK 1000 / DEF 1000 (Machine / Effect) You can Special Summon this card (from your hand) by discarding 1 "Gimmick Puppet" monster. You can banish this card from your GY; your opponent cannot target "Gimmick Puppet" monsters you control with card effects this turn. (Super Rare) |
Rating: 1 out of 5 Found exclusively at fairgrounds across the country. |
Immortal Destiny
(LED5-EN035) Gimmick Puppet Terror Baby DARK / Effect Monster / Level 4 / ATK 500 / DEF 0 (Machine / Effect) When this card is Normal Summoned: You can target 1 "Gimmick Puppet" monster in your GY, except "Gimmick Puppet Terror Baby"; Special Summon it in Defense Position. You can banish this card from your GY; your opponent cannot activate cards or effects in response to the activation of your "Gimmick Puppet" monster effects this turn. (Rare) |
Rating: 1 out of 5 They (#9) must all be born this way. |
Immortal Destiny
(LED5-EN034) Gimmick Puppet Gigantes Doll DARK / Xyz Monster / Rank 4 / ATK 0 / DEF 2000 (Machine / Xyz / Effect) 2 Level 4 "Gimmick Puppet" monsters You can detach 2 materials from this card, then target up to 2 monsters your opponent controls; gain control of them until the End Phase, also for the rest of this turn you cannot Special Summon monsters, except "Gimmick Puppet" monsters, nor declare an attack, except with Xyz Monsters. You can Tribute this card; all monsters you currently control become Level 8 until the end of this turn. You can only use each effect of "Gimmick Puppet Gigantes Doll" once per turn. (Super Rare) |
Rating: 1 out of 5 Without any ATK, taking control of monsters isn't going to mean as much. |
Immortal Destiny
(LED5-EN027) Ultimate Earthbound Immortal TRAP / Continuous Trap If a Normal Summoned/Set "Earthbound Immortal" monster is on the field: You can target 1 face-up monster on the field; destroy it. You can only use this effect of "Ultimate Earthbound Immortal" once per turn. (Rare) |
Rating: 1 out of 5 Well that was a bust-and-a-half. Much weaker than typical support. |
Immortal Destiny
(LED5-EN026) Earthbound Geoglyph SPELL / Field Spell While any Level 10 monsters are on the field, this card cannot be targeted or destroyed by card effects. You can treat 1 Synchro Monster as 2 Tributes for the Tribute Summon of an "Earthbound Immortal" monster. If a Synchro Monster(s) is Special Summoned (except during the Damage Step): You can add 1 "Earthbound Immortal" Spell/Trap from your Deck to your hand. You can only use this effect of "Earthbound Geoglyph" once per turn. (Super Rare) |
Rating: 2 out of 5 Supports all Level 10 (#2) monsters, but that's really the best part of this. |
Immortal Destiny
(LED5-EN025) Supay, Duskwalker EARTH / Effect Monster / Level 5 / ATK 2200 / DEF 1900 (Spellcaster / Effect) You can discard 1 card; Special Summon this card from your hand in Defense Position, then you can Special Summon 1 "Supay" from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro Monsters. You can only use this effect of "Supay, Duskwalker" once per turn. (Ultra Rare) |
Rating: 1 out of 5 Rex Goodwin's upgraded monsters really aren't that much of an upgrade. |
Immortal Destiny
(LED5-EN024) Ascator, Dawnwalker EARTH / Effect Monster / Level 5 / ATK 2300 / DEF 1500 (Spellcaster / Effect) You can discard 1 card; Special Summon this card from your hand in Defense Position, then you can Special Summon 1 "Fire Ant Ascator" from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro Monsters. You can only use this effect of "Ascator, Dawnwalker" once per turn. (Ultra Rare) |
Rating: 1 out of 5 We've got one more of these coming up next. Don't get your hopes up. |
Immortal Destiny
(LED5-EN023) Earthbound Greater Linewalker DARK / Effect Monster / Level 8 / ATK 2900 / DEF 2900 (Fiend / Effect) If you control a Synchro Monster(s) and have a Synchro Monster(s) in your GY: You can Special Summon this card from your hand. During your Main Phase: You can add 1 "Earthbound Immortal" monster from your Deck or GY to your hand. If an "Earthbound Immortal" monster is Normal Summoned while this monster is on the field: You can make your opponent's LP 3000. You can only use each effect of "Earthbound Greater Linewalker" once per turn. (Ultra Rare) |
Rating: 1 out of 5 Greater than pretty much nothing. |
Immortal Destiny
(LED5-EN016) Evil Mind SPELL / Normal Spell If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent's GY; ● 1+: Draw 1 card. ● 4+: Add 1 "HERO" monster or 1 "Dark Fusion" from your Deck to your hand. ● 10+: Add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck to your hand. You can only activate 1 "Evil Mind" per turn. (Rare) |
Rating: 3 out of 5 Multiple options make it much better than Jar of Greed and Upstart Goblin. (#57) |
Immortal Destiny
(LED5-EN015) Supreme King's Castle SPELL / Field Spell You can Fusion Summon Fusion Monsters that must be Special Summoned with "Dark Fusion", with effects other than "Dark Fusion". Once per turn, during damage calculation, if your Fiend monster battles an opponent's monster: You can send 1 "Evil HERO" monster from your Deck or Extra Deck to the GY; your monster gains ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn (even if this card leaves the field). (Rare) |
Rating: 2 out of 5 This improves things only slightly as the ATK boost isn't very much. |
Immortal Destiny
(LED5-EN014) Evil HERO Sinister Necrom DARK / Effect Monster / Level 5 / ATK 1600 / DEF 1800 (Fiend / Effect) You can banish this card from your GY; Special Summon 1 "Evil HERO" monster from your hand or Deck, except "Evil HERO Sinister Necrom". You can only use this effect of "Evil HERO Sinister Necrom" once per turn. (Ultra Rare) |
Rating: 4 out of 5 Instant access to Malicious Edge is great, and the effect isn't just one time it's in the Graveyard either. |
Immortal Destiny
(LED5-EN013) Evil HERO Audusted Gold LIGHT / Effect Monster / Level 4 / ATK 2100 / DEF 800 (Fiend / Effect) You can discard this card; add 1 "Dark Fusion", or 1 card that specifically lists "Dark Fusion" in its text, from your Deck to your hand, except "Evil HERO Adusted Gold". You can only use this effect of "Evil HERO Adusted Gold" once per turn. Cannot attack unless you control a Fusion Monster. (Ultra Rare) |
Rating: 2 out of 5 Somewhat less situational than the others (#19), and Dark Calling can be searched with the effect. |
Immortal Destiny
(LED5-EN012) Evil HERO Malicious Bane DARK / Fusion Monster / Level 8 / ATK 3000 / DEF 3000 (Fiend / Fusion / Effect) 1 "Evil HERO" monster + 1 Level 5 or higher monster Must be Special Summoned with "Dark Fusion". Cannot be destroyed by battle or card effects. During your Main Phase: You can destroy all monsters your opponent controls with ATK less than or equal to this card's, also this card gains 200 ATK for each monster destroyed this way, also you cannot declare an attack for the rest of this turn, except with "HERO" monsters. You can only use this effect of "Evil HERO Malicious Bane" once per turn. (Ultra Rare) |
Rating: 4 out of 5 Quite versatile and powerful for an Evil HERO Fusion. |
Immortal Destiny
(LED5-EN009) Dark Sanctuary SPELL / Field Spell If a "Spirit Message" card would be placed on your field with "Destiny Board", you can Special Summon it as a Normal Monster (Fiend/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except "Destiny Board", and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent equal to half the current ATK of that opponent's monster. (Rare) |
Rating: 2 out of 5 Destiny Board (#21) unfortunately has to be there with the letters or you're going to get even less use. |
Immortal Destiny
(LED5-EN007) Doomcaliber Knight DARK / Effect Monster / Level 4 / ATK 1900 / DEF 1800 (Fiend / Effect) Cannot be Special Summoned. If a monster effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that monster. (Common) |
Rating: 1 out of 5 You're either locked out of using monster effects or it'll be gone for the opponent's first one. |
Immortal Destiny
(LED5-EN005) Sentence of Doom TRAP / Continuous Trap You can target any number of your Fiend monsters that are banished or in your GY, up to the number of "Destiny Board" and/or "Spirit Message" cards you control; add them to your hand. You can send this card from your Spell & Trap Zone to the GY; place 1 "Spirit Message" card from your hand, Deck, or GY in your Spell & Trap Zone. (This is treated as being placed by the effect of "Destiny Board".) You can only use 1 "Sentence of Doom" effect per turn, and only once that turn. (Super Rare) |
Rating: 1 out of 5 It's just extra baggage for a series of cards (#22) it does nothing for. |
Immortal Destiny
(LED5-EN004) Dark Spirit's Mastery SPELL / Normal Spell Discard 1 card; add 1 "Destiny Board" or 1 Level 8 Fiend monster from your Deck or GY to your hand. You can banish this card from your GY, except the turn this card was sent to the GY; place any number of "Destiny Board" and/or "Spirit Message" cards with different names from your hand or GY on the bottom of the Deck in any order, then draw the same number of cards. You can only use each effect of "Dark Spirit's Mastery" once per turn. (Ultra Rare) |
Rating: 2 out of 5 Skip Destiny Board as it's only going to spell out disappointment in the end. |
Immortal Destiny
(LED5-EN003) Dark Spirit of Malice DARK / Effect Monster / Level 3 / ATK 1600 / DEF 0 (Fiend / Effect) When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Malice" once per turn. (Super Rare) |
Rating: 1 out of 5 That other useless monster that supports Level 8 Fiends. |
Immortal Destiny
(LED5-EN002) Dark Spirit of Banishment DARK / Effect Monster / Level 3 / ATK 1600 / DEF 0 (Fiend / Effect) If your opponent's monster attacks, at the start of the Damage Step: You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated, and if you do, change the attack target to it and perform damage calculation. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Banishment" once per turn. (Super Rare) |
Rating: 1 out of 5 I guess Dark Spirit of the Silent (#13) has a few new family members, but they're just as bad. |
Immortal Destiny
(LED5-EN001) Curse Necrofear DARK / Effect Monster / Level 8 / ATK 2800 / DEF 2200 (Fiend / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can target 3 of your banished Fiend monsters; Special Summon this card from your hand, and if you do, shuffle those banished monsters into the Deck. During the End Phase, if this card is in the GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Special Summon this card from your GY, then, you can destroy cards your opponent controls, up to the number of face-up Spells/Traps you control with different names. You can only use each effect of "Curse Necrofear" once per turn. (Ultra Rare) |
Rating: 2 out of 5 The original pretty badly needed an upgrade, and it's safe to say it got one, but it's a little shy of a 3/5. |