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Legendary Duelists Partial Card Ratings (Page 5)
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. LED9-EN info: https://yugioh.fandom.com/wiki/Legendary_Duelists:_Duels_from_the_Deep 4. LD10-EN info: https://yugipedia.com/wiki/Legendary_Duelists:_Soulburning_Volcano |
Soulburning Volcano
(LD10-EN050) Salamangreat Rage TRAP / Normal Trap Activate 1 of these effects; ● Send 1 "Salamangreat" monster from your hand or face-up field to the GY, then target 1 card on the field; destroy it. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; destroy cards your opponent controls, up to that monster's Link Rating. You can only activate 1 "Salamangreat Rage" per turn. (Common) |
Rating: 1 out of 5 With how they're treated (#2) by Konami, of course they're angry. |
Soulburning Volcano
(LD10-EN048) Salamangreat Fowl FIRE / Effect Monster / Level 4 / ATK 1800 / DEF 200 (Cyberse / Effect) If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn. (Common) |
Rating: 3 out of 5 Good enough for FIRE, Cyberse (#1) or Beatdown (#2), and those are really all you need. |
Soulburning Volcano
(LD10-EN038) Battlin' Boxing Cross Counter TRAP / Counter Trap When your opponent activates a monster effect: Destroy 1 "Battlin' Boxer" or "Number" Xyz Monster you control, and if you do, negate the activation, and if you do that, destroy that monster, then you can apply the following effect. ● Special Summon 1 "Battlin' Boxer" Xyz Monster from your Extra Deck with a different name than the first monster, and if you do, attach this card to it as material. You can only activate 1 "Battlin' Boxing Cross Counter" per turn. (Super Rare) |
Rating: 1 out of 5 Do it with Horn of Heaven or save your monster and go with Black Horn instead. |
Soulburning Volcano
(LD10-EN037) Seventh Force SPELL / Quick-Play Spell During the Battle Phase, if a monster(s) is destroyed by battle or card effect: Target 1 "Number" Xyz Monster in your GY; Special Summon from your Extra Deck 1 "Number C" monster with the same Type but 1 Rank higher, and if you do, attach that monster to it as material, then, if you Special Summoned a "Number C" monster with a number between "101" and "107" in its name, you can add 1 "Seventh" or "Barian's" Spell/Trap, or 1 "Rank-Up-Magic" Quick-Play Spell, except "Seventh Force", from your Deck to your hand. (Super Rare) |
Rating: 1 out of 5 Just a slower Rank-Up-Magic (#60) card. |
Soulburning Volcano
(LD10-EN036) Battlin' Boxer King Dempsey FIRE / Xyz Monster / Rank 4 / ATK 2300 / DEF 1800 (Warrior / Xyz / Effect) 2 Level 4 monsters If this card is Special Summoned: You can take 1 Level 4 or lower FIRE Warrior monster or 1 "Battlin' Boxing" Spell/Trap from your Deck, and either add it to your hand or send it to the GY. (Quick Effect): You can detach 1 material from a monster you control, and if you do, apply the following effect. ● Your opponent cannot target "Battlin' Boxer" monsters you control with card effects for the rest of this turn. You can only use each effect of "Battlin' Boxer King Dempsey" once per turn. (Ultra Rare) |
Rating: 2 out of 5 A limited built-in ROTA (#32) isn't bad, and neither is the bulleted effect, but it's only worth a 2 overall. |
Soulburning Volcano
(LD10-EN035) Number C79: Battlin' Boxer General Kaiser FIRE / Xyz Monster / Rank 5 / ATK 2600 / DEF 2000 (Warrior / Xyz / Effect) 3 Level 5 monsters Gains 200 ATK for each material attached to it. Once per turn, when your opponent would Special Summon a monster(s) (Quick Effect): You can detach 2 materials from this card, and if you do, negate the Summon, and if you do that, destroy that monster(s). If this card has "Number 79: Battlin' Boxer Nova Kaiser" as material, it gains this effect. ● Once per turn, when an attack is declared involving your "Battlin' Boxer" monster and an opponent's monster: You can send 1 "Battlin' Boxer" monster from your hand or Deck to the GY, and if you do, attach that opponent's monster to this card as material. (Super Rare) |
Rating: 1 out of 5 Should use Horn of Heaven or Black Horn of Heaven to negate Summons. |
Soulburning Volcano
(LD10-EN034) Battlin' Boxer Promoter FIRE / Effect Monster / Level 4 / ATK 1700 / DEF 800 (Warrior / Effect) If your opponent controls a monster: You can Special Summon this card from your hand. You can Tribute this card; Special Summon up to 2 "Battlin' Boxer" monsters with different names from your Deck, except "Battlin' Boxer Promoter". You can banish this card from your GY; increase or decrease the Levels of all "Battlin' Boxer" monsters you currently control by 1. You can only use each effect of "Battlin' Boxer Promoter" once per turn, also you cannot Special Summon monsters during the turn you activate any of this card's effects, except "Battlin' Boxer" monsters. (Ultra Rare) |
Rating: 1 out of 5 They should promote better (#1) strategies because they spend their lives unable to take punches. |
Soulburning Volcano
(LD10-EN033) Battlin' Boxer Chief Second FIRE / Effect Monster / Level 4 / ATK 500 / DEF 2000 (Warrior / Effect) During your Main Phase, you can Normal Summon 1 "Battlin' Boxer" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When an opponent's monster declares an attack, while you control a Warrior or FIRE monster: You can Special Summon this card from your hand, and if you do, negate that attack, then banish 1 monster on the field until the End Phase. You can only use this effect of "Battlin' Boxer Chief Second" once per turn. (Rare) |
Rating: 2 out of 5 You could get two copies out, but that leaves one of them quite vulnerable. Still, it packs 2000 DEF. |
Soulburning Volcano
(LD10-EN032) Battlin' Boxer Uppercutter FIRE / Effect Monster / Level 4 / ATK 1600 / DEF 200 (Warrior / Effect) During your Main Phase, you can Normal Summon 1 "Battlin' Boxer" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When an opponent's monster declares an attack, while you control a Warrior or FIRE monster: You can Special Summon this card from your hand, and if you do, negate that attack, then banish 1 monster on the field until the End Phase. You can only use this effect of "Battlin' Boxer Chief Second" once per turn. (Rare) |
Rating: 1 out of 5 Doesn't pack a lot of punch. |
Soulburning Volcano
(LD10-EN024) Volcanic Inferno TRAP / Continuous Trap When your opponent activates a monster effect on the field: You can banish 1 Pyro monster from your GY; inflict 500 damage to your opponent, then, if you banished a "Volcanic" monster to activate this effect, you can negate that effect. During your opponent's End Phase: You can target up to 2 of your "Volcanic" monsters that are banished and/or in your GY; place them on the bottom of your Deck in any order. You can only use each effect of "Volcanic Inferno" once per turn. (Super Rare) |
Rating: 1 out of 5 This card completely ignores Effect Veiler and Royal Firestom Guards. (#87) |
Soulburning Volcano
(LD10-EN023) Volcanic Emission TRAP / Normal Trap Activate 1 of these effects (but you can only use each effect of "Volcanic Emission" once per turn); ● Take 1 "Volcanic" monster from your Deck, and either add it to your hand or Special Summon it, ignoring its Summoning conditions, but return it to the hand during the End Phase. ● Target 1 Pyro monster on the field; inflict damage to your opponent equal to that monster's original ATK, or if you targeted a monster you control, the damage is halved. (Super Rare) |
Rating: 1 out of 5 Chances are, you're going to be the only one running Pyro monsters so this'll only hurt you. |
Soulburning Volcano
(LD10-EN022) Fire Ejection SPELL / Normal Spell Send 1 Pyro monster from your Deck to the GY, then, if you sent a "Volcanic" monster to the GY, you can apply 1 of these effects. ● Inflict damage to your opponent equal to its Level x 100. ● Special Summon 1 "Bomb Token" (Pyro/FIRE/Level 1/ATK 1000/DEF 1000) to your opponent's field. Each time 1 is destroyed, its controller takes 500 damage. You can only activate 1 "Fire Ejection" per turn. (Super Rare) |
Rating: 1 out of 5 Embers thrown from this aren't even going to cause a mark on the skin. |
Soulburning Volcano
(LD10-EN021) Volcanic Blaze Accelerator SPELL / Continuous Spell Activate this card by sending 1 "Blaze Accelerator" from your hand, Deck, or face-up field to the GY. You can only control 1 "Volcanic Blaze Accelerator". Once per turn, during your Main Phase: You can Special Summon 1 "Volcanic" monster from your hand. Once per turn: You can target 1 face-up monster your opponent controls; send 1 Level 1 Pyro monster from your Deck to the GY, and if you do, destroy that monster. (Super Rare) |
Rating: 2 out of 5 Won't help for Doomfire, but it's easier to play than the originals (#40) and works like Valhalla. |
Soulburning Volcano
(LD10-EN020) Volcanic Rimfire FIRE / Effect Monster / Level 1 / ATK 300 / DEF 0 (Pyro / Effect) If this card is sent to the GY: You can activate 1 of these effects (but you can only use each effect of "Volcanic Rimfire" once per turn); ● Banish this card from your GY, and if you do, send 1 "Volcanic" monster from your Deck to the GY, except "Volcanic Rimfire". ● Banish 1 "Blaze Accelerator" card from your face-up field or GY, and if you do, place 1 "Blaze Accelerator" Continuous Spell/Trap from your hand or Deck face-up on your field. (Rare) |
Rating: 1 out of 5 It's a relative of Volcanic Shell (#9) no doubt. |
Soulburning Volcano
(LD10-EN019) Volcanic Trooper FIRE / Effect Monster / Level 3 / ATK 1000 / DEF 1000 (Pyro / Effect) If this card is Normal or Special Summoned: You can add 1 "Volcanic" card from your Deck to your hand, except "Volcanic Trooper". You can discard 1 card; Special Summon 1 "Bomb Token" (Pyro/FIRE/Level 1/ATK 1000/DEF 1000) to your opponent's field. Each time 1 is destroyed, its controller takes 500 damage. You can only use each effect of "Volcanic Trooper" once per turn. (Ultra Rare) |
Rating: 2 out of 5 Offers more than the original (#13), but giving your opponent free anything is rarely good. |
Soulburning Volcano
(LD10-EN018) Volcanic Emperor FIRE / Effect Monster / Level 8 / ATK 3100 / DEF 2400 (Pyro / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 3 Pyro monsters or 1 "Blaze Accelerator" card from your face-up field and/or GY. You can only Special Summon "Volcanic Emperor" once per turn. When Summoned this way: You can inflict 500 damage to your opponent for each banished Pyro monster, then you can Set 1 "Volcanic" Trap directly from your Deck. Each time your opponent Special Summons a monster(s), inflict 500 damage to your opponent. (Ultra Rare) |
Rating: 2 out of 5 Higher ATK, but overall weaker effects than Doomfire. (#8) |
Soulburning Volcano
(LD10-EN017) Salamangreat Roar TRAP / Counter Trap When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn. (Common) |
Rating: 1 out of 5 Earthbound Immortals (#25) can truly roar, and require less work than this for the same result. |
Soulburning Volcano
(LD10-EN012) Salamangreat Balelynx FIRE / Link Monster / ATK 500 / Link-1 Links: Bottom (Cyberse / Link / Effect) 1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 “Salamangreat Sanctuary” from your Deck to your hand. You can only use this effect of "Salamangreat Balelynx" once per turn. If a “Salamangreat” card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. (Rare) |
Rating: 1 out of 5 Better bale on bringing out this lynx. |
Soulburning Volcano
(LD10-EN010) Salamangreat Miragestallio FIRE / Xyz Monster / Rank 3 / ATK 2000 / DEF 900 (Cyberse / Xyz / Effect) 2 Level 3 monsters You can detach 1 material from this card; Special Summon 1 “Salamangreat” monster from your Deck in face-up Defense Position, also for the rest of this turn, you cannot activate monster effects, except FIRE monsters. If this Xyz Summoned card is sent to the GY for the Link Summon of a “Salamangreat” monster: You can target 1 monster on the field; return that monster to the hand. You can only use each effect of “Salamangreat Miragestallio” once per turn. (Common) |
Rating: 2 out of 5 Honestly, it's best used as a Beatstick, and even then, it's a worse Grenosaurus. |
Soulburning Volcano
(LD10-EN009) Salamangreat Spinny FIRE / Effect Monster / Level 4 / ATK 1000 / DEF 1500 (Cyberse / Effect) If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and 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 "Salamangreat Spinny" once per turn. (Common) |
Rating: 1 out of 5 Once it stops spinning, it'll probably land on "Take big damage". |
Soulburning Volcano
(LD10-EN007) Salamangreat Revive TRAP / Normal Trap Target 1 FIRE monster in your GY; Special Summon it. You can banish this card from your GY, then target 1 "Salamangreat" monster you control and 1 monster in your GY with the same name; shuffle that monster from the GY into the Deck, and if you do, that monster you control gains ATK equal to its original ATK until the end of this turn. You can only use each effect of "Salamangreat Revive" once per turn. (Rare) |
Rating: 1 out of 5 You can revive any monster with the aptly named Monster Reborn. (#17) |
Soulburning Volcano
(LD10-EN006) Salamangreat Charge SPELL / Quick-Play Spell Activate 1 of these effects; ● Target 3 of your FIRE monsters that are banished and/or in your GY; shuffle 2 of the 3 into the Deck, and if you do, Special Summon the remaining monster, but for the rest of this turn, its effects are negated, also it cannot attack. ● If you control a FIRE Ritual, Fusion, Synchro, Xyz, or Link Monster(s) whose current ATK is different from its original ATK: You can target 1 card on the field; destroy it. You can only activate 1 "Salamangreat Charge" per turn. (Rare) |
Rating: 1 out of 5 Would've been an okay variant of Pot of Avarice, but your Special Summon is basically useless. |
Soulburning Volcano
(LD10-EN005) Salamangreat Raging Phoenix FIRE / Link Monster / ATK 2800 / Link-4 Links: Top, Bottom and both Bottom Corners (Cyberse / Link / Effect) 2+ FIRE Effect Monsters If this card is Link Summoned using "Salamangreat Raging Phoenix" as material: You can add 1 "Salamangreat" card from your Deck to your hand. If a face-up FIRE monster(s) you control is destroyed by battle or card effect while this card is in your GY: You can target 1 of those monsters; Special Summon this card, and if you do, this card gains ATK equal to that monster's ATK. You can only use each effect of "Salamangreat Raging Phoenix" once per turn. (Ultra Rare) |
Rating: 2 out of 5 A quicker way to revive itself, but it's not much for a Link-4. (#43) |
Soulburning Volcano
(LD10-EN004) Salamangreat Burst Gryphon FIRE / Synchro Monster / Level 8 / ATK 2800 / DEF 2000 (Cyberse / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters You can target 1 Level 7 or lower FIRE monster in your GY; Special Summon it, and if you do, reduce this card's Level by that monster's original Level, also you cannot Special Summon monsters for the rest of this turn, except FIRE monsters. If this card is Synchro Summoned using "Salamangreat Burst Gryphon" as material: You can activate this effect; during the next Standby Phase, Special Summon 1 monster from your GY. You can only use each effect of "Salamangreat Burst Gryphon" once per turn. (Ultra Rare) |
Rating: 2 out of 5 Certainly better than any of the Link Monsters thus far. |
Soulburning Volcano
(LD10-EN003) Salamangreat Tiger FIRE / Effect Monster / Level 5 / ATK 2000 / DEF 500 (Cyberse / Tuner / Effect) You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use this effect of "Salamangreat Tiger" once per turn. If this card you control would be used as Synchro Material for a FIRE monster, you can treat it as a non-Tuner. Once per turn: You can increase or decrease this card's Level by 1. (Ultra Rare) |
Rating: 1 out of 5 Genomix Fighter (#39) can work with many other cards and is also a high-Level Tuner. |
Soulburning Volcano
(LD10-EN002) Salamangreat Weasel FIRE / Effect Monster / Level 3 / ATK 700 / DEF 1400 (Cyberse / Tuner / Effect) If you have 2 or more "Salamangreat" monsters in your GY: You can Special Summon this card from your hand. If a "Salamangreat" Ritual, Fusion, Synchro, Xyz, or Link Monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can target 1 other "Salamangreat" monster in your GY; place this card on the bottom of your Deck, and if you do, Special Summon that monster to your opponent's field, then draw 1 card. You can only use each effect of "Salamangreat Weasel" once per turn. (Super Rare) |
Rating: 1 out of 5 It's a Laval (#23) monster in disguise. |
Soulburning Volcano
(LD10-EN001) Salamangreat of Fire FIRE / Effect Monster / Level 2 / ATK 800 / DEF 800 (Cyberse / Effect) If this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Salamangreat" monster from your Deck to your hand, except "Salamangreat of Fire", also you cannot Special Summon monsters for the rest of this turn, except FIRE monsters. At the start of the Damage Step, if a Cyberse monster you control battles: You can banish this card from your GY; destroy that monster you control. You can only use each effect of "Salamangreat of Fire" once per turn. (Ultra Rare) |
Rating: 1 out of 5 Can get the best (#5) of the Level 4 members, but all others are worse. |
Duels
from the Deep
(LED9-EN053) Number 106: Giant Hand EARTH / Xyz Monster / Rank 4 / ATK 2000 / DEF 2000 (Rock / Xyz / Effect) 2 Level 4 monsters When a monster effect is activated on your opponent's field (Quick Effect): You can detach 2 materials from this card, then target 1 Effect Monster your opponent controls; while this monster is face-up on the field, that Effect Monster's effects are negated, also it cannot change its battle position. (Super Rare) |
Rating: 1 out of 5 When Iron Man can't fire lasers, this is the result. |
Duels
from the Deep
(LED9-EN037) Marincess Bubble Ring TRAP / Normal Trap When a monster declares an attack: Negate the attack, and if you do, Special Summon 1 "Marincess Crystal Heart" from your Extra Deck or GY. You can banish this card from your GY, then target 1 Link-2 or higher "Marincess" monster you control; it can attack a number of times each Battle Phase this turn, up to its Link Rating, also your opponent takes no battle damage from attacks involving it this turn. You can only activate 1 "Marincess Bubble Ring" per turn. (Rare) |
Rating: 1 out of 5 Negating the attack does literally nothing when all you get are poor countermeasures for monsters. |
Duels
from the Deep
(LED9-EN036) Marincess Circulation TRAP / Normal Trap Target 1 WATER Link Monster you control; return it to the Extra Deck, and if you do, Special Summon 1 "Marincess" Link Monster from your Extra Deck with the same Link Rating but a different name, but it cannot attack directly or be destroyed by battle this turn. (This is treated as a Link Summon.) If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand. (Rare) |
Rating: 1 out of 5 Leave the guppies (#42) out of circulation and instead use Borreload Dragon. (#42) |
Duels
from the Deep
(LED9-EN035) Marincess Dive SPELL / Normal Spell Activate 1 of the following effects. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WATER monsters. ● Target 1 non-Link "Marincess" monster in your GY; Special Summon it. ● If "Marincess Battle Ocean" is in your Field Zone: Special Summon 1 "Marincess" monster from your Deck. You can only activate 1 "Marincess Dive" per turn. (Ultra Rare) |
Rating: 1 out of 5 The pool was empty and they never realized it. |
Duels
from the Deep
(LED9-EN034) Marincess Aqua Argonaut WATER / Link Monster / ATK 2300 / Link-4 Links: All 4 Center Arrows (Cyberse / Link / Effect) 2+ WATER monsters While this card is in the Extra Monster Zone, your opponent's monsters cannot attack any monsters, except this one. You can only use each of the following effects of "Marincess Aqua Argonaut" once per turn. You can target 1 WATER monster you control and 1 card your opponent controls; return them to the hand. During your opponent's turn, when a Spell/Trap Card or effect is activated on the field (Quick Effect): You can Special Summon 1 of your "Marincess" Monster Cards equipped to this card, and if you do, negate that activated effect. (Ultra Rare) |
Rating: 1 out of 5 Marincess (#4) monsters are poor at doing anything. Trickstars (#44) must be giving them tips. |
Duels
from the Deep
(LED9-EN033) Marincess Coral Triangle WATER / Link Monster / ATK 1500 / Link3 Links: Top and both Bottom Corners (Cyberse / Link / Effect) 2+ "Marincess" monsters You can send 1 WATER monster from your hand to your GY; add 1 "Marincess" Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon WATER Link Monsters from your GY whose combined Link Ratings equal exactly 3. You can only use each effect of "Marincess Coral Triangle" once per turn. You cannot Special Summon monsters the turn you activate either of this card's effects, except WATER monsters. (Ultra Rare) |
Rating: 1 out of 5 Their geometry is all wrong. There's no angle that'll make this shape efficient. |
Duels
from the Deep
(LED9-EN032) Marincess Sleepy Maiden WATER / Effect Monster / Level 5 / ATK 500 / DEF 2500 (Cyberse / Effect) You can target 1 "Marincess" card you control; Special Summon this card from your hand, and if you do, it gains this effect. ● While this card is in the Monster Zone, the targeted card cannot be destroyed by your opponent's card effects. You can banish this card from your GY, then target 1 "Marincess" Link Monster you control; equip it with 1 "Marincess" Link Monster from your GY. You can only use each effect of "Marincess Sleepy Maiden" once per turn. (Rare) |
Rating: 1 out of 5 She'll drown before Main Phase 1. |
Duels
from the Deep
(LED9-EN031) Marincess Springirl WATER / Effect Monster / Level 4 / ATK 1200 / DEF 1000 (Cyberse / Effect) You can banish 1 "Marincess" monster from your GY; Special Summon this card from your hand. If this card is sent to the GY as material for the Link Summon of a WATER monster: You can send cards from the top of your Deck to the GY, equal to the number of "Marincess" monsters you control, then, if a "Marincess" card(s) was sent to the GY by this effect, inflict 200 damage to your opponent for each "Marincess" card sent. You can only use each effect of "Marincess Springirl" once per turn. (Super Rare) |
Rating: 1 out of 5 Very little spring in her step, and much of it for a pitiful gamble and minor burn damage. |
Duels
from the Deep
(LED9-EN022) Kairyu-Shin's Dark Reef TRAP / Normal Trap Send 1 face-up "Umi" you control to the GY; Special Summon up to 2 monsters with different names from your hand and/or Deck, that mention "Umi" or are WATER Normal Monsters, in Defense Position, then if your opponent controls a monster, you can Special Summon any number of Level 6 or lower WATER Normal Monsters from your hand and/or Deck. Until the end of your next turn after this card resolves, you cannot Special Summon monsters, except WATER monsters. You can only activate 1 "Kairyu-Shin's Dark Reef" per turn. (Rare) |
Rating: 2 out of 5 Your new Effect Monsters will be quite vulnerable, but the Normal Monsters may not be. |
Duels
from the Deep
(LED9-EN021) Sea Stealth II SPELL / Continuous Spell This card's name becomes "Umi" while on the field or in the GY. Your opponent cannot target WATER monsters you control with non-WATER monster effects. At the start of the Battle Phase: You can Special Summon from your hand or GY, 1 monster that mentions "Umi", or 1 WATER Normal Monster, in Defense Position, but destroy it at the end of the Battle Phase. You can only use this effect of "Sea Stealth II" once per turn. (Rare) |
Rating: 1 out of 5 The latest copy of Umi still proves why A Legendary Ocean (SD4 #20) is so much better. |
Duels
from the Deep
(LED9-EN020) Fish Sonar SPELL / Normal Spell Add 1 Level 7 or lower monster from your Deck to your hand, that mentions "Umi", or is a WATER Normal Monster, then if "Umi" is on the field, you can Special Summon 1 WATER Normal Monster from your Deck. You can only activate 1 "Fish Sonar" per turn. (Ultra Rare) |
Rating: 2 out of 5 Open to least Levia-Dragon - Daedalus (SD4 #10), Terrorking Salmon (#60) or Mega Fortress Whale. |
Duels
from the Deep
(LED9-EN019) Electric Jellyfish WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1700 (Aqua / Effect) You can send 1 "Umi" from your hand, Deck, or face-up field to the GY; Special Summon 1 WATER monster from your hand. When your opponent activates a monster effect, or Spell Card or effect, while "Umi" is on the field (Quick Effect): You can negate that effect, then, you can make this card gain 600 ATK/DEF. You can only use each effect of "Electric Jellyfish" once per turn. (Super Rare |
Rating: 2 out of 5 Searchable and can bring out strong WATER monsters (SD4 #12), but not very good overall. |
Duels
from the Deep
(LED9-EN018) Doom Kraken WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1600 (Aqua / Effect) If "Umi" is on the field (Quick Effect): You can target 1 WATER monster you control, except "Doom Kraken", and 1 monster your opponent controls; Special Summon this card from your hand, and if you do, return that monster you control to the hand, and if you do that, destroy that opponent's monster. When an opponent's monster declares an attack: You can return this card to the hand, and if you do, negate that attack. You can only use each effect of "Doom Kraken" once per turn. (Super Rare) |
Rating: 1 out of 5 9 packs in and most of the cards tell me Duelists will struggle to reach proper legendary status. |
Duels
from the Deep
(LED9-EN017) Ocean Dragon Lord - Kairyu-Shin WATER / Effect Monster / Level 5 / ATK 2000 / DEF 1700 (Sea Serpent / Effect) While "Umi" is on the field, each player can only control 1 face-up non-WATER monster. (If a player controls 2 or more, they must send some to the GY so they only control 1.) During your Main Phase: You can add from your Deck to your hand 1 "Umi", 1 "Kairyu-Shin" Spell/Trap, or 1 "Sea Stealth" Spell/Trap. You can only use this effect of "Ocean Dragon Lord - Kairyu-Shin" once per turn. (Ultra Rare) |
Rating: 1 out of 5 It's hardly an upgrade from the original. (#1) |
Duels
from the Deep
(LED9-EN016) Mega Fortress Whale WATER / Effect Monster / Level 7 / ATK 2550 / DEF 2350 (Fish / Effect) If "Umi" is on the field: You can activate this effect; your WATER monsters can attack directly this turn. During your opponent's Battle Phase (Quick Effect): You can target 1 face-up monster your opponent controls; destroy it. If this card on the field is destroyed by battle or card effect: You can either add to your hand or Special Summon 1 WATER Warrior monster from your Deck or GY. You can only use each effect of "Mega Fortress Whale" once per turn. (Ultra Rare) |
Rating: 3 out of 5 Replace the janky Ritual from years ago with this. Can be made Level 6 with the better (SD4 #20) Umi too. |
Duels
from the Deep
(LED9-EN013) Number 71: Rebarian Shark WATER / Xyz Monster / Rank 3 / ATK 0 / DEF 2000 (Dragon / Xyz / Effect) 2 Level 3 monsters Once per turn, if this card has material: You can target 1 "Number" Xyz Monster in your GY, except "Number 71: Rebarian Shark"; Special Summon it, and if you do, attach 1 material from this card to it. If this card is sent to the GY: You can place 1 "Rank-Up-Magic" Spell from your Deck on top of your Deck. (Common) |
Rating: 2 out of 5 It's going to sit there until you revive a Number Xyz, but there's so few good ones (#42) out there. |
Duels
from the Deep
(LED9-EN007) Seventh Eternity TRAP / Continuous Trap You can target 1 Xyz Monster you control that is a "Number" monster with a number between "101" and "107" in its name or has such a monster as material, then activate 1 of these effects; ● Negate the effects of 1 face-up monster your opponent controls with equal or lower ATK until the end of this turn. ● Detach all material from that monster, then you can Special Summon 1 "Number" Xyz Monster from your GY. You can only use this effect of "Seventh Eternity" once per turn. (Rare) |
Rating: 1 out of 5 Either copies Effect Veiler and such or you end up with 2 Xyz Monsters with no materials. |
Duels
from the Deep
(LED9-EN006) Seventh Ascension SPELL / Normal Spell Take 1 card from your Deck (either a "Barian's" Spell/Trap, a "Rank-Up-Magic" Quick-Play Spell, or a "Seventh" Spell/Trap except "Seventh Ascension"), and either add it to your hand or place it on top of your Deck. If your opponent controls a monster Special Summoned from the Extra Deck: You can banish this card from your GY and send 1 "Rank-Up-Magic" Spell from your hand to the GY; this effect becomes that Spell's effect when that card is activated. You can only use each effect of "Seventh Ascension" once per turn. (Ultra Rare) |
Rating: 1 out of 5 The Barians haven't released a single (#58) useful card since they debuted in the anime. |
Duels
from the Deep
(LED9-EN005) Barian's Chaos Draw SPELL / Normal Spell To activate this card, you must draw it for your normal draw in your Draw Phase, reveal it, and keep it revealed until Main Phase 1. During that Main Phase: You can activate 1 of these effects; ● Send 1 "Seventh" Normal Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated. ● Special Summon up to 2 monsters from your Deck, but negate their effects, then immediately after this effect resolves, Xyz Summon 1 "Number" monster using materials you control, including both those monsters. (Super Rare) |
Rating: 1 out of 5 This was bad enough with The Seventh One (#58), and not even the last effect gives it a 2. |
Duels
from the Deep
(LED9-EN004) CXyz N.As.Ch. Knight WATER / Xyz Monster / Rank 6 / ATK 2000 / DEF 3000 (Aqua / Xyz / Effect) 3 Level 6 monsters You can also Xyz Summon this card by using "N.As.H. Knight" you control. (Transfer its materials to this card.) Cannot be destroyed by card effects. You can detach 1 material from this card; Special Summon from your Extra Deck, 1 "Number" Xyz Monster that has a number between "101" and "107" in its name, using this face-up card you control as material, but destroy it during your opponent's next End Phase. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "CXyz N.As.Ch. Knight" once per turn. (Super Rare) |
Rating: 0 out of 5 Only 300 more ATK and DEF than the original, and you'll lose everything if you use its main effect. |
Duels
from the Deep
(LED9-EN003) N.As.H. Knight WATER / Xyz Monster / Rank 5 / ATK 1700 / DEF 2700 (Aqua / Xyz / Effect) 2 Level 5 monsters Cannot be destroyed by battle while a "Number" monster is on the field. During the Main Phase (Quick Effect): You can detach 2 materials from this card; attach 1 "Number" Xyz Monster from your Extra Deck to this card as material that has a number between "101" and "107" in its name, then you can attach 1 other face-up monster on the field to this card as material. You can only use this effect of "N.As.H. Knight" once per turn (Super Rare) |
Rating: 1 out of 5 What good are the materials if it does nothing meaningful with them? Poor stats for a Rank 5 too. |
Duels
from the Deep
(LED9-EN002) Crystal Shark WATER / Effect Monster / Level 5 / ATK 1100 / DEF 800 (Fish / Effect) If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If this card is in your hand or GY: You can target 1 WATER monster on the field; Special Summon this card (but banish this card when it leaves the field), and if you do, halve that monster's ATK, also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use this effect of "Crystal Shark" once per turn. (Super Rare) |
Rating: 1 out of 5 Weakening your own monster's ATK by half is only worth giving this half Abyss Shark's rating. |
Duels
from the Deep
(LED9-EN001) Abyss Shark WATER / Effect Monster / Level 5 / ATK 1200 / DEF 700 (Fish / Effect) If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If all monsters you control are WATER (min. 1): You can Special Summon this card from your hand, and if you do, add 1 Level 3, 4, or 5 Fish monster from your Deck to your hand, except "Abyss Shark". For the rest of this turn, you cannot Special Summon monsters, except WATER monsters, also, double the first battle damage inflicted to your opponent this turn by your "Number" monster battling another monster. You can only use this effect of "Abyss Shark" once per turn. (Ultra Rare) |
Rating: 2 out of 5 There's still only a small pool of decent Level 5 WATER (#60) monsters, and even fewer Fish monsters. |