← Back to Yu-Gi-Oh Card Ratings | Return to Index | Forward to → | |||
Learn to play the TCG. | More on these ratings | CRBR and ABCD Spoiler | |||
0/5 |
1/5 |
2/5 |
3/5 |
4/5 |
5/5 |
Multi Rarity Partial Card Ratings (Page 8)
1.
Only new cards and those with
updated text
that changes how they work are included below. 2. CRBR-EN info: https://yugipedia.com/wiki/Valiant_Smashers 3. MZMI-EN info: https://yugipedia.com/wiki/Maze_of_Millennia |
Set Name
(ABCD-EN000) LIGHT / Effect Monster / Level / ATK / DEF (Type / Effect) |
Rating: out of 5 x |
Set Name
(ABCD-EN000) LIGHT / Effect Monster / Level / ATK / DEF (Type / Effect) |
Rating: out of 5 x |
Crossover Breakers
(CRBR-EN060) Recoded Alive TRAP / Normal Trap Target 1 Link-3 Cyberse Link Monster you control or in your GY; banish it, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 1 of your banished "Code Talker" monsters; Special Summon it. (Rare) and (Super Rare) |
Rating: 0 out of 5 A huge waste given Code Talkers are quite a bit worse than most Link-3s. |
Crossover Breakers
(CRBR-EN059) Binary Sorceress EARTH / Link Monster / ATK 1600 / Link-2 Links: Left and Right (Cyberse / Link / Effect) 2 monsters, except Tokens Gains these effects based on the number of monsters co-linked to this card. ● 1+: When a monster co-linked to this card battles your opponent's monster and inflicts battle damage to them: You can gain that much LP. ● 2: Once per turn (Quick Effect): You can target 2 face-up monsters you control; until the end of this turn, halve the ATK of 1 monster, and if you do, add that lost ATK to the other monster. (Rare) |
Rating: 1 out of 5 Needs to be co-linked for half the advantage. |
Crossover Breakers
(CRBR-EN058) Encode Talker LIGHT / Link Monster / ATK 2300 / Link-3 Links: Top and both Bottom Corners (Cyberse / Link / Effect) 2+ Cyberse monsters Once per turn, before damage calculation, if your monster this card points to battles an opponent's monster with higher ATK than it: You can activate this effect; this battle, your monster cannot be destroyed by battle and you take no battle damage. After that damage calculation, have this card or 1 monster it points to gain ATK equal to the ATK of that battled opponent's monster, until the end of this turn. (Rare) and (Super Rare) |
Rating: 2 out of 5 Effects aren't that great for the required materials. |
Crossover Breakers
(CRBR-EN050) Tri-Gate Wizard EARTH / Link Monster / ATK 2300 / Link-3 Links: Top, Left and Right (Cyberse / Link / Effect) 2+ monsters, except Tokens Gains these effects based on the number of monsters co-linked to this card. ● 1+: If a monster co-linked to this card battles your opponent's monster, any battle damage it inflicts to your opponent is doubled. ● 2+: Once per turn: You can target 1 card on the field; banish it. ● 3: Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, banish that card. (Rare) |
Rating: 1 out of 5 Odd-Eyes Pendulum Dragon (#4) pretty much confirms it's the better version of this. |
Crossover Breakers
(CRBR-EN040) Ryu-Ge Rivalry TRAP / Normal Trap Special Summon 1 "Ryu-Ge" monster from your hand, Deck, or GY, but return it to the hand during the End Phase. You can banish this card from your GY, then target 1 "Ryu-Ge" Continuous Spell in your banishment, GY, or field; place it on the bottom of the Deck, then draw 1 card. You can only use each effect of "Ryu-Ge Rivalry" once per turn. (Rare) and (Super Rare) |
Rating: 2 out of 5 Does get the monster out of your Deck, but it won't be on the field long. |
Crossover Breakers
(CRBR-EN039) Ryu-Ge Realm - Wyrm Winds SPELL / Continuous Spell You can only control 1 "Ryu-Ge Realm - Wyrm Winds". Any monster sent from the field to the GY during your opponent's turn is banished instead. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Wyrm, that you control, gain this effect. ● Once per opponent's turn (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck, then target 1 face-up monster on the field; its ATK becomes 0. (Rare) and (Super Rare) |
Rating: 1 out of 5 Wyrm Winds are clearly no faster than 2 MPH. |
Crossover Breakers
(CRBR-EN038) Ryu-Ge Realm - Sea Spires SPELL / Continuous Spell You can only control 1 "Ryu-Ge Realm - Sea Spires". Your "Ryu-Ge" monsters cannot be destroyed by battle. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Sea Serpent, that you control, gain this effect. ● Once per opponent's turn (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck, then target 1 card on the field; return it to the hand. (Rare) and (Super Rare) |
Rating: 2 out of 5 Battle prevention is pretty much on every effect these days, but it's something beneficial at least. |
Crossover Breakers
(CRBR-EN037) Ryu-Ge Realm - Dino Domains SPELL / Continuous Spell You can only control 1 "Ryu-Ge Realm - Dino Domains". "Ryu-Ge" monsters you control gain 300 ATK. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Dinosaur, that you control, gain this effect. ● Once per turn, when an effect of a monster on the field with less ATK than this card is activated (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck; negate the activation. (Rare) and (Super Rare) |
Rating: 1 out of 5 Seems the support always brings down the strategy overall. |
Crossover Breakers
(CRBR-EN036) Ryu-Ge War Zone SPELL / Field Spell When this card is activated: Take 1 Dinosaur, 1 Sea Serpent, and 1 Wyrm monster from your Deck, add 1 to your hand, banish 1, and send 1 to the GY, also you cannot Special Summon for the rest of this turn, except Dragon, Dinosaur, Sea Serpent, or Wyrm monsters. If you have "Sosei Ryu-Ge Mistva" in your Extra Deck face-up: You can Special Summon 3 "Ryu-Ge" monsters with different Types, 1 each from your Deck, GY, and banishment. You can only use each effect of "Ryu-Ge War Zone" once per turn. (Super Rare) |
Rating: 1 out of 5 Does more harm to the Deck than good. |
Crossover Breakers
(CRBR-EN035) Ryu-Ge Rising SPELL / Quick-Play Spell Add 1 "Ryu-Ge" monster from your Deck to your hand, then you can add 1 "Ryu-Ge" Pendulum Monster from your hand to your face-up Extra Deck. During your Main Phase, if you control a "Ryu-Ge" Pendulum Monster Card: You can banish this card and 1 "Ryu-Ge" monster from your GY; Special Summon 1 "Ryu-Ge" monster with the same original Type as that banished monster from your Deck. You can only use 1 "Ryu-Ge Rising" effect per turn, and only once that turn. (Rare) and (Super Rare) |
Rating: 3 out of 5 Ryu-Ge gets their own ROTA (#32), and that's all you need this for. |
Crossover Breakers
(CRBR-EN034) Sosei Ryu-Ge Mistva LIGHT / Pendulum Monster / Level 10 / ATK 3500 / DEF 2500 / Scale 0 and Scale 0 Pendulum Text: During your Main Phase: You can add 1 non-Pendulum "Ryu-Ge" card from your Deck to your hand, then destroy this card. You can only use this effect of "Sosei Ryu-Ge Mistva" once per turn. |
(Dragon / Ritual / Pendulum /
Effect) Must be Special Summoned by its own effect. You can only Special Summon "Sosei Ryu-Ge Mistva(s)" once per turn. If a monster(s) on the field is destroyed by battle or card effect, while this card is in your Extra Deck: You can Tribute 1 Level 10 "Ryu-Ge" monster, and if you do, Special Summon this card (this is treated as a Ritual Summon), then you can apply this effect. ● Destroy up to 2 cards you control, and if you do, place up to that many "Ryu-Ge" Continuous Spells from your Deck face-up on your field. (Ultra Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 Must be the uncle of Solfachord monsters. (#21) |
Crossover Breakers
(CRBR-EN033) Genro Ryu-Ge-Hakva WIND / Effect Monster / Level 10 / ATK 3000 / DEF 1500 (Wyrm / Effect) You can banish this card from your hand; add 1 "Ryu-Ge Realm - Wyrm Winds" from your Deck to your hand. If a monster is banished face-up, this card is already banished, and there are now at least 2 other banished monsters that are not "Genro Ryu-Ge Hakva" (except during the Damage Step): You can Special Summon this banished card. You can place 1 "Ryu-Ge Realm - Wyrm Winds" you control on the bottom of the Deck; add 1 "Ryu-Ge" card from your Deck, GY, or banishment to your hand, except "Genro Ryu-Ge Hakva". You can only use each effect of "Genro Ryu-Ge Hakva" once per turn. (Super Rare) |
Rating: 3 out of 5 Effect is more situational, but not necessary. |
Crossover Breakers
(CRBR-EN032) Kairo Ryu-Ge Emva WATER / Effect Monster / Level 10 / ATK 3000 / DEF 2000 (Sea Serpent / Effect) You can discard this card; add 1 "Ryu-Ge Realm - Sea Spires" from your Deck to your hand. During your Main Phase, if 2 or more monsters were sent from the hand and/or Deck to the GY this turn, except "Kairo Ryu-Ge Emva": You can Special Summon this card from your GY. You can place 1 "Ryu-Ge Realm - Sea Spires" you control on the bottom of the Deck; banish your opponent's entire hand, and if you do, they draw the same number of cards. You can only use each effect of "Kairo Ryu-Ge Emva" once per turn. (Super Rare) |
Rating: 3 out of 5 I'm getting a Dragon Rulers (#38) vibe with these, but with much better results. |
Crossover Breakers
(CRBR-EN031) Kyoro Ryu-Ge Kaiva EARTH / Effect Monster / Level 10 / ATK 3000 / DEF 1200 (Dinosaur / Effect) You can shuffle this card from your hand into the Deck; add 1 "Ryu-Ge Realm - Dino Domains" from your Deck to your hand. During the Main Phase, if 2 or more cards were destroyed this turn (Quick Effect): You can Special Summon this card from your hand. You can place 1 "Ryu-Ge Realm - Dino Domains" you control on the bottom of the Deck, then target other cards on the field, up to the number of different Monster Types on the field; destroy them. You can only use each effect of "Kyoro Ryu-Ge Kaiva" once per turn. (Super Rare) and (Collector's Rare) |
Rating: 3 out of 5 Two ways to bring it out and nothing to stop it from being used outside the intented Deck. |
Crossover Breakers
(CRBR-EN024) Maliss <C> TB-11 TRAP / Normal Trap You can activate this card the turn it was Set, by banishing 1 face-up "Maliss" monster you control. Special Summon 1 "Maliss" monster from your Deck, or if your opponent controls 3 or more cards, you can Special Summon 1 "Maliss" Link Monster from your Extra Deck instead. For the rest of this turn, that Summoned monster cannot attack and neither player can activate its effects. You can only activate 1 "Maliss <C> TB-11" per turn. (Super Rare) |
Rating: 1 out of 5 Worst one of all when your Link Monnster becomes powerless while you're already at a disadvantage. |
Crossover Breakers
(CRBR-EN023) Maliss <C> GWC-06 TRAP / Normal Trap You can activate this card the turn it was Set, by banishing 1 face-up "Maliss" monster you control. Special Summon 1 of your "Maliss" monsters that is banished or in your GY, then if you control a "Maliss" Link Monster, you can gain LP equal to the original ATK of that Special Summoned monster. You can only activate 1 "Maliss <C> GWC-06" per turn. (Rare) and (Super Rare) |
Rating: 1 out of 5 Activating it the turn it was Set doesn't change the low card pool of harmless choices. |
Crossover Breakers
(CRBR-EN022) Maliss <C> MTP-07 TRAP / Normal Trap You can activate this card the turn it was Set, by banishing 1 face-up "Maliss" monster you control. Add 1 "Maliss" monster from your Deck to your hand, then if you control a "Maliss" Link Monster, you can banish 1 card on the field. You can only activate 1 "Maliss <C> MTP-07" per turn. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 The support's name reminds me of T.G. Decks (#42), which had equal levels of failure. |
Crossover Breakers
(CRBR-EN021) Maliss in Underground SPELL / Field Spell When this card is activated: You can banish 1 "Maliss" card from your hand, Deck, or GY. While 3 or more of your "Maliss" Traps with different names are banished, "Maliss" Link Monsters you control gain 3000 ATK. While you control a "Maliss" Link Monster, your opponent's monsters can only target "Maliss" Link Monsters for attacks. You can only activate 1 "Maliss in Underground" per turn. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 A high boost, but you're going to be paying quite a bit to achieve it. |
Crossover Breakers
(CRBR-EN020) Maliss <Q> Hearts Crypter DARK / Link Monster / ATK 2500 / Link-3 Links: Top and both Bottom Corners (Cyberse / Link / Effect) 3 monsters, including a "Maliss" monster (Quick Effect): You can target 1 of your banished "Maliss" cards; shuffle it into the Deck, and if you do, banish 1 card on the field (while this card points to a monster, this effect and its activation cannot be negated). If this card is banished: You can pay 900 LP; Special Summon it and double its ATK. You can only use each effect of "Maliss <Q> Hearts Crypter" once per turn. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 Five-Headed Dragon (MIL1 #12) can do much better for 5 Dragons and a Fusion card. |
Crossover Breakers
(CRBR-EN019) Maliss <Q> White Binder DARK / Link Monster / ATK 2300 / Link-3 Links: Top, Left and Right (Cyberse / Link / Effect) 2+ monsters, including a "Maliss" monster If this card is Special Summoned: You can target up to 3 cards in any GY(s); banish them. During your Main Phase: You can Set 1 "Maliss" Trap from your Deck or GY. If this card is banished: You can pay 900 LP; Special Summon it, then you can draw 1 card. You can only use each effect of "Maliss <Q> White Binder" once per turn. (Super Rare) and (Collector's Rare) |
Rating: 1 out of 5 People genuinely think Life Points are there to be spent needlessly, and apparently so does Konami. |
Crossover Breakers
(CRBR-EN018) Maliss <Q> Red Ransom DARK / Link Monster / ATK 2300 / Link-3 Links: Left, Right and Bottom (Cyberse / Link / Effect) 2+ monsters, including a "Maliss" monster While this card points to a monster, the original ATK and DEF of all Effect Monsters your opponent controls are switched. You can only use each of the following effects of "Maliss <Q> Red Ransom" once per turn. If this card is Special Summoned: You can add 1 "Maliss" Spell from your Deck to your hand. If this card is banished: You can pay 900 LP; Special Summon it, then you can banish 1 Cyberse monster from your Deck. (Super Rare) and (Collector's Rare) |
Rating: 1 out of 5 Don't need Maliss monsters to swap ATK and DEF like Chaos King Archfiend. (#41) |
Crossover Breakers
(CRBR-EN017) Maliss <P> Dormouse DARK / Effect Monster / Level 3 / ATK 900 / DEF 300 (Cyberse / Effect) "Maliss" Link Monsters that point to this card cannot be destroyed by card effects. You can only use each of the following effects of "Maliss <P> Dormouse" once per turn. During your Main Phase: You can activate this effect; banish 1 "Maliss" monster from your Deck, also for the rest of this turn, "Maliss" monsters you control gain 600 ATK. If this card is banished: You can pay 300 LP; Special Summon it, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Link Monsters. (Super Rare) and (Collector's Rare) |
Rating: 1 out of 5 More like Dormat because everyone is going to step on it on their way to the opponent's Life Points. |
Crossover Breakers
(CRBR-EN016) Maliss <P> Chessy Cat DARK / Effect Monster / Level 3 / ATK 1500 / DEF 300 (Cyberse / Effect) Any monster destroyed by battle with a "Maliss" Link Monster that points to this card is banished. You can only use each of the following effects of "Maliss <P> Chessy Cat" once per turn. During your Main Phase: You can banish 1 "Maliss" card from your hand, then you can draw 2 cards. If this card is banished: You can pay 300 LP; Special Summon it, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Link Monsters. (Super Rare) and (Collector's Rare) |
Rating: 1 out of 5 The random letters and characters must be code for "bad". |
Crossover Breakers
(CRBR-EN015) Maliss <P> White Rabbit DARK / Effect Monster / Level 3 / ATK 1200 / DEF 300 (Cyberse / Effect) You take no damage from battles involving "Maliss" Link Monsters that point to this card. You can only use each of the following effects of "Maliss <P> White Rabbit" once per turn. If this card is Normal or Special Summoned: You can Set 1 "Maliss" Trap from your Deck with a different name than the cards in your GY. If this card is banished: You can pay 300 LP; Special Summon it, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Link Monsters. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 Alice in Wonderland isn't exactly panning out here. |
Crossover Breakers
(CRBR-EN010) Ryzeal Plasma Hole TRAP / Normal Trap Target face-up cards your opponent controls, up to the number of "Ryzeal" Xyz Monsters you control; destroy them, then you can attach 1 "Ryzeal" card from your GY to 1 Rank 4 Xyz Monster you control. You can banish this card from your GY; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using monsters you control, including a "Ryzeal" monster. You can only use each effect of "Ryzeal Plasma Hole" once per turn. (Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 There's only two and they're not worth this. |
Crossover Breakers
(CRBR-EN009) Ryzeal Cross SPELL / Field Spell You cannot Xyz Summon monsters with the same name as a card you control. You can target 2 "Ryzeal" cards in your GY, except "Ryzeal Cross"; place them on the bottom of the Deck in any order, then draw 1 card. You can only use this effect of "Ryzeal Cross" once per turn. Once per turn, when a monster effect activated by your opponent resolves, you can detach 1 material from a "Ryzeal" Xyz Monster you control, and if you do, negate that effect. (Super Rare) and (Collector's Rare) |
Rating: 1 out of 5 Punishes your strategy every step of the way. |
Crossover Breakers
(CRBR-EN008) Ryzeal Plugin SPELL / Quick-Play Spell Target 1 of your Xyz Monsters or "Ryzeal" monsters that is banished or in your GY; Special Summon it, then you can attach 1 "Ryzeal" card from your Deck to 1 Rank 4 Xyz Monster you control, also you cannot declare attacks for the rest of this turn, except with Rank 4 Xyz Monsters. You can only activate 1 "Ryzeal Plugin" per turn. (Rare) and (Super Rare) |
Rating: 1 out of 5 It's basically another specific Monster Reborn. (#35) |
Crossover Breakers
(CRBR-EN007) Ryzeal Detonator LIGHT / Effect Monster / Rank 4 / ATK 3000 / DEF 2500 (Pyro / Xyz / Effect) 2+ Level 4 "Ryzeal" monsters When your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card, then target 1 card on the field; destroy it. You can only use each of the following effects of "Ryzeal Detonator" once per turn. If this card is Special Summoned: You can attach 1 monster from your GY to this card as material. If an Xyz Monster(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 The materials are going to waste because not even high stats are enough for a Rank 4 this time. |
Crossover Breakers
(CRBR-EN006) Ryzeal Duo Drive FIRE / Effect Monster / Rank 4 / ATK 2500 / DEF 2000 (Thunder / Xyz / Effect) 2+ Level 4 monsters For each material this card has, monsters you control gain 100 ATK and monsters your opponent controls lose 100 ATK. You can only use each of the following effects of "Ryzeal Duo Drive" once per turn. If this card is Special Summoned: You can attach 1 "Ryzeal" monster from your GY to this card as material. During your Main Phase: You can detach 2 materials from a monster(s) you control, and if you do, add 2 "Ryzeal" cards with different names from your Deck to your hand. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 You're not going to notice boosts or losses that low, especially when the other effects are used. |
Crossover Breakers
(CRBR-EN005) Palm Ryzeal FIRE / Effect Monster / Level 4 / ATK 1200 / DEF 2400 (Thunder / Effect) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by shuffling 1 "Ryzeal" monster from your hand or GY into the Deck/Extra Deck. You cannot Special Summon from the Extra Deck, except Rank 4 Xyz Monsters. Once per turn, during damage calculation, if this card battles an opponent's monster: You can send 1 Level 4 monster from your hand or Deck to the GY, and if you do, this card gains ATK equal to that monster's ATK, until the end of the Battle Phase. (Rare) and (Super Rare) |
Rating: 1 out of 5 Locks you out of Xyz Summons almost entirely and is very specific otherwise. Terrible overall. |
Crossover Breakers
(CRBR-EN004) Ext Ryzeal LIGHT / Effect Monster / Level 4 / ATK 500 / DEF 2000 (Pyro / Effect) You can Special Summon this card (from your hand) by sending 1 Xyz Monster from your Extra Deck to the GY. If Summoned this way, you cannot Special Summon from the Extra Deck for the rest of this turn, except Rank 4 Xyz Monsters. You can only Special Summon "Ext Ryzeal" once per turn this way. If this card is Normal or Special Summoned and you control no other face-up monsters, except Level/Rank 4 monsters: You can add 1 FIRE Thunder monster from your Deck to your hand. You can only use this effect of "Ext Ryzeal" once per turn. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 2 out of 5 Better Ext stage right because all it has going for it is the DEF and low Level. |
Crossover Breakers
(CRBR-EN003) Ice Ryzeal LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1000 (Pyro / Effect) You can Special Summon this card (from your hand) by sending 1 card from your hand or field to the GY. If Summoned this way, you cannot Special Summon from the Extra Deck for the rest of this turn, except Rank 4 Xyz Monsters. You can only Special Summon "Ice Ryzeal" once per turn this way. If this card is Normal Summoned: You can Special Summon 1 "Ryzeal" monster from your Deck, except "Ice Ryzeal". You can only use this effect of "Ice Ryzeal" once per turn. (Ultra Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 Matters not as we're already near the end of the Main Deck members. |
Crossover Breakers
(CRBR-EN002) Node Ryzeal FIRE / Effect Monster / Level 4 / ATK 1400 / DEF 1600 (Thunder / Effect) If you have an Xyz Monster in your field or GY, you can Special Summon this card (from your hand). If Summoned this way, you cannot Special Summon from the Extra Deck for the rest of this turn, except Rank 4 Xyz Monsters. You can only Special Summon "Node Ryzeal" once per turn this way. You can send 1 card from your hand or field to the GY, then target 1 "Ryzeal" monster in your GY, except "Node Ryzeal"; Special Summon it in Defense Position, but negate its effects. You can only use this effect of "Node Ryzeal" once per turn. (Rare) and (Super Rare) |
Rating: 1 out of 5 The lineup is only showing signs of being as bad as previous ones. |
Crossover Breakers
(CRBR-EN001) Sword Ryzeal FIRE / Effect Monster / Level 4 / ATK 1500 / DEF 200 (Thunder / Effect) If you have a "Ryzeal" monster in your field or GY, you can Special Summon this card (from your hand). If Summoned this way, you cannot Special Summon from the Extra Deck for the rest of this turn, except Rank 4 Xyz Monsters. You can only Special Summon "Sword Ryzeal" once per turn this way. If this card is Normal or Special Summoned: You can add 1 LIGHT Pyro monster from your Deck to your hand. You can only use this effect of "Sword Ryzeal" once per turn. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 Needs serious sharpening. |