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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/Crossover_Breakers
3. MZTM-EN info:  https://yugipedia.com/wiki/Maze_of_the_Master
Maze of the Master (MZTM-EN107)
The Phantom Knights of Shade Brigandine
TRAP / Normal Trap
Special Summon this card in Defense Position as a Normal Monster (Warrior/DARK/
Level 4/ATK 0/DEF 300) (this card is NOT treated as a Trap). If you have no Traps in your GY, you can activate this card the turn it was Set. You can only activate 1 "The Phantom Knights of Shade Brigandine" per turn.

(Rare)
Rating: 1 out of 5
You're defending with the equivalent of aluminum foil.
Maze of the Master (MZTM-EN097)
Temple of the Kings
SPELL / Continuous Spell
You can activate 1 Trap Card the turn it was Set. You can send 1 "Mystical Beast of Serket" in your Monster Zone and this card you control to the GY; Special Summon 1 monster from your hand or Deck, or 1 Fusion Monster from your Extra Deck. You can only use each effect of "Temple of the Kings" once per turn.
(Rare)
Rating: 2 out of 5
Works much like Makyura (#169) did in the anime, but otherwise remains just as costly as before.
Maze of the Master (MZTM-EN073)
Atlantean Heavy Infantry
WATER / Effect Monster / Level 2 / ATK 0 / DEF 1600
(Sea Serpent / Effect)

During your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is sent to the GY to activate a WATER monster's effect: Target 1 face-up card your opponent controls; destroy that target.
(Rare)
Rating: 1 out of 5
They got the infantry right. Go with Double Summon. (#56)
Maze of the Master (MZTM-EN072)
Atlantean Marksman
WATER / Effect Monster / Level 3 / ATK 1400 / DEF 0
(Sea Serpent / Effect)

When this card inflicts battle damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent monster from your Deck, except "Atlantean Marksman". If this card is sent to the GY to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.
(Rare)
Rating: 1 out of 5
It's a pretty bad mark for the Deck as a whole.
Maze of the Master (MZTM-EN060)
Allure Dance

SPELL / Continuous Spell
When this card is activated: You can add 1 "Allure Queen" monster or 1 "Allure Palace" from your Deck to your hand. Each "Allure Queen" monster you control gains ATK, equal to the ATK of the monsters equipped to it by its effect. You can send 1 other Spell/Trap you control to the GY; Special Summon as many "Allure Queen" monsters with different names as possible from your GY. You can only use this effect of "Allure Dance" once per turn. You can only activate 1 "Allure Dance" per turn.
(Rare)
Rating: 1 out of 5
Won't even benefit the Queen of Gold further down.
Maze of the Master (MZTM-EN059)
Allure Palace

SPELL / Field Spell
Spellcaster monsters you control gain 500 ATK/DEF. You can send 1 card from your hand to the GY; add to your hand or Special Summon to your opponent's field, 1 "Allure Queen" monster from your Deck. You can only use this effect of "Allure Palace" thrice per turn. "Allure Queen" Effect Monsters you control gain this effect.
● You can send this card equipped with a card(s) by its own effect to the GY; Special Summon 1 Spellcaster monster with 1500 or less ATK from your hand or Deck.
(Super Rare)
Rating: 1 out of 5
They (#6) don't benefit on the opponent's field and this doesn't benefit you in that manner either.
Maze of the Master (MZTM-EN058)
Golden Allure Queen

DARK / Link Monster / ATK 2500 / Link-3
Links: Left, Right and Bottom 
(Spellcaster / Link / Effect)

3 Spellcaster monsters
If this card is Link Summoned: You can Special Summon 1 "Allure Queen" monster from your Deck or GY, and if you do, this card gains 1500 ATK until the end of the next turn. You can activate the effects of your monsters with "Allure Queen" in their original names, that equip monsters to themselves, as Quick Effects. Once per turn, when your opponent activates a card or effect (Quick Effect): You can destroy 1 card on the field, also "Allure Queen" monsters you control cannot be destroyed by card effects this turn.
(Super Rare)
Rating: 1 out of 5
Konami likes to ensure that anything made of gold (SESL #27) has no value.
Maze of the Master (MZTM-EN057)
Soul Fist

SPELL / Equip Spell
Equip only to a Dragon Synchro Monster you control. "Red Dragon Archfiend" equipped with this card is unaffected by your opponent's activated effects. Once per turn, during your Main Phase: You can make the ATK of all monsters your opponent currently controls become equal to the equipped monster's. Once per turn, when an attack is declared involving the equipped monster: You can target 1 monster in your opponent's GY; banish it, and if you do, the equipped monster gains ATK equal to that banished monster's, until the end of this turn.
(Super Rare)
Rating: 1 out of 5
Sounds like a specific variant of Safe Zone (#78), only with bizarre "perks".
Maze of the Master (MZTM-EN056)
Rank-Up-Magic Magical Force

SPELL / Quick-Play Spell
Target 1 Rank 4 Spellcaster Xyz Monster in your GY; Special Summon it (but negate its effects), then Special Summon 1 Rank 5 Spellcaster Xyz Monster from your Extra Deck, by using it as material, and if you do, attach this card to the Summoned monster (this is treated as an Xyz Summon). You can only activate 1 "Rank-Up-Magic Magical Force" per turn.
(Rare)
Rating: 1 out of 5
Fantasia would've died out on day 1 if it had this amount of magic.
Maze of the Master (MZTM-EN055)
Performage Trapeze High Magician

LIGHT / Xyz Monster / Rank 5 / ATK 2700 / DEF 2200
(Spellcaster / Xyz / Effect)

2 Level 5 Spellcaster monsters
Cannot be destroyed by battle or card effects while it has material. Your opponent takes any effect damage you would have taken, a number of times each turn up to the number of materials attached to this card. If this card has "Performage Trapeze Magician" as material, it gains this effect.
● You can detach 1 material from this card; this card can make up to 3 attacks during each Battle Phase this turn.
(Super Rare)
Rating: 1 out of 5
High on restraints. much like another High Xyz Monster (#52) I know.
Maze of the Master (MZTM-EN054)
Performage Shadow Maker

DARK / Xyz Monster / Rank 5 / ATK 2600 / DEF 1000
(Spellcaster / Xyz / Effect)

3 Level 5 monsters
When a card or effect is activated that targets this card (Quick Effect): You can detach 1 material from this card; Special Summon 1 "Performage Shadow Maker" from your Extra Deck. You can only use each of the following effects of "Performage Shadow Maker" once per turn. You can detach 1 material from this card, then send 1 "Performage" monster from your Deck to the GY; add 1 "Rank-Up-Magic" Spell from your Deck to your hand. If the last material(s) is detached from this card (except during the Damage
Step): You can Special Summon 1 "Performage" monster from your GY.
(Super Rare)
Rating: 1 out of 5
Literally creates a shadow of its former self that doesn't really do anything.
Maze of the Master (MZTM-EN053)
Performage Trapeze Witch

DARK / Fusion Monster / Level 7 / ATK 2400 / DEF 1800
(Spellcaster / Fusion / Effect)

2 "Performage" monsters
"Performage" monsters you control cannot be destroyed by your card effects, also your opponent cannot target them with card effects. While you control a "Performage" monster, except "Performage Trapeze Witch", your opponent's monsters cannot target this card for attacks. When an attack is declared involving your "Performage" monster and an opponent's monster: You can make that opponent's monster lose 600 ATK.
(Super Rare)
Rating: 2 out of 5
At least 1 effect includes itself and there's probably a beatstick Performage you can use two of.
Maze of the Master (MZTM-EN052)
Performage Cup Tricker

LIGHT / Pendulum Monster / Level 5 / ATK 1200 / DEF 1400 / Scale 1 and Scale 1
Pendulum Text
You can target 1 "Performage" Xyz Monster you control; attach this card to it as material. If a card(s) is added to your Extra Deck (except during the Damage Step): You can add 1 face-up "Performage" Pendulum Monster from your Extra Deck to your hand. You can only use each effect of "Performage Cup Tricker" once per turn.
(Spellcaster / Pendulum / Effect)
If this card is in your hand: You can target 1 Xyz Monster on the field; detach 1 material from it, and if you do, Special Summon this card, then make 1 Xyz Monster on the field lose 600 ATK. If this card is detached from an Xyz Monster and sent to the GY to activate that monster's effect: You can target 2 Xyz Monsters you control; attach 1 material from 1 of those monsters to the other. You can only use each effect of "Performage Cup Tricker" once per turn.
(Rare)
Rating: 2 out of 5
A light bag of tricks for a mostly bygone era.
Maze of the Master (MZTM-EN051)
Performage Wind Drainer

WIND / Pendulum Monster / Level 5 / ATK 2100 / DEF 0 / Scale 4 and Scale 4
Pendulum Text
Once per turn: You can target 1 "Performage" Pendulum Monster you control, then activate 1 of these effects;
● Reduce its Level by 1.
● Increase this card's Pendulum Scale by that monster's.
(Spellcaster / Pendulum / Effect)
I
f your opponent controls a monster, or a "Performage" monster is on the field: You can Special Summon this card from your hand, but while it is face-up in the Monster Zone, you cannot Special Summon, except "Performage" monsters. You can only use this effect of "Performage Wind Drainer" once per turn. If this card is Special Summoned: You can reduce its Level by 1. Once per turn: You can change the Levels of all Level 4 "Performage" monsters you control to Level 5.
(Rare)
Rating: 1 out of 5
Drains your ability to do much of anything as a whole.
Maze of the Master (MZTM-EN050)
Performage Water Dancer

WATER / Pendulum Monster / Level 4 / ATK 1200 / DEF 1400 / Scale 2 and Scale 2
Pendulum Text
If you control a "Performage" monster: You can Special Summon this card. When a monster declares an attack: You can target 1 Attack Position monster on the field; change it to Defense Position. You can only use each effect of "Performage Water Dancer" once per turn.
(Spellcaster / Pendulum / Effect)
If this card is Pendulum Summoned: You can add 1 "Polymerization" from your Deck or GY to your hand. You can only use this effect of "Performage Water Dancer" once per turn. If this card on the field is destroyed by battle or card effect: You can target 1 Attack Position monster on the field; change it to Defense Position.
(Rare)
Rating: 1 out of 5
I guess the element used for dancing doesn't matter when they can't hold a candle to better monsters.
Maze of the Master (MZTM-EN049)
Performage Fire Dancer

FIRE / Pendulum Monster / Level 4 / ATK 1400 / DEF 1200 / Scale 6 and Scale 6
Pendulum Text
Once per turn: You can target 1 "Performage" monster you control; if it attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent.
(Spellcaster / Pendulum / Effect)
If this card is Normal or Special Summoned: You can add 1 "Performage" monster from your Deck to your hand, except "Performage Fire Dancer". You can only use this effect of "Performage Fire Dancer" once per turn. If this card on the field is destroyed by battle or card effect: You can target 1 face-up monster on the field; it loses 500 ATK.
(Super Rare)
Rating: 1 out of 5
The Poorformance continues.
Maze of the Master (MZTM-EN048)
Antidote Nurse

LIGHT / Xyz Monster / Rank 3 / ATK 1800 / DEF 1200
(Machine / Xyz / Effect)

2+ Level 3 monsters
(Quick Effect): You can detach 1 material from this card, then target 1 monster on the field whose current ATK or DEF is different from its original value; its ATK/DEF become their original values, also if you targeted a monster on your field, it cannot be destroyed by battle or card effects this turn. Once per turn, if another monster(s) is Special Summoned to your field and this card has 3 or more materials (except during the Damage Step): You can make that monster(s) gain 900 ATK.
(Rare)
Rating: 1 out of 5
Needs a cure for bad effects because so many monsters have them.
Maze of the Master (MZTM-EN047)
Gimmick Puppet Fiendish Knight

DARK / Effect Monster / Level 4 / ATK 1800 / DEF 500
(Fiend / Effect)

If this card is in your hand: You can target 1 "Gimmick Puppet" monster in your GY or 1 monster in your opponent's GY; Special Summon it to its owner's field in Defense Position, but its effects are negated, then Special Summon this card. If this card is sent to the GY, except from the hand: You can add it to your hand. You can only use each effect of "Gimmick Puppet Fiendish Knight" once per turn, also you cannot Special Summon from the Extra Deck the turn you activate either of this card's effects, except "Gimmick Puppet" monsters.
(Super Rare)
Rating: 3 out of 5
The gimmick is still bad, but this is a rare gem in the bunch.
Maze of the Master (MZTM-EN046)
Cutter Shark

WATER / Effect Monster / Level 5 / ATK 0 / DEF 2000
(Fish / Effect)

When a card or effect is activated that targets 1 monster you control (and no other cards) or when a monster you control is targeted for an attack, while this card is in your hand or GY (Quick Effect): You can Tribute that monster; Special Summon this card. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 WATER monster from your GY to your hand, except "Cutter Shark". You can only use each effect of "Cutter Shark" once per turn.
(Rare)
Rating: 1 out of 5
Awful stats for a very risky play overall.
Maze of the Master (MZTM-EN045)
Ancient Gear Statue

EARTH / Effect Monster / Level 2 / ATK 500 / DEF 800
(Machine / Effect)

If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Ancient Gear Statue" once per turn this way. You can Tribute this card; Special Summon from your hand or Deck, 1 "Ancient Gear Golem" or 1 monster that mentions it, except "Ancient Gear Statue", ignoring its Summoning conditions. You can only use this effect of "Ancient Gear Statue" once per turn.
(Ultra Rare)
Rating: 2 out of 5
Probably about as good as you can get with the original monster. (#6)
Maze of the Master (MZTM-EN044)
Earthbound Immortal Red Nova

DARK / Effect Monster / Level 12 / ATK 3500 / DEF 3000
(Fiend / Effect)

There can only be 1 "Earthbound Immortal" monster on the field. During the Main Phase (Quick Effect): You can banish this card from your hand or GY; send 1 "Earthbound Immortal" monster or "Red Dragon Archfiend" from your hand or face-up Monster Zone to the GY, then you can apply 1 of these effects.
● Special Summon 1 "Earthbound" monster from your Deck or Extra Deck.
● Special Summon 1 "Red Nova Dragon" from your Extra Deck. (This is treated as a Synchro Summon.)
You can only use this effect of "Earthbound Immortal Red Nova" once per turn.
(Super Rare)
Rating: 1 out of 5
Earthbound Immortals are a lost cause and you can just bring out Red Nova Dragon. (#42) normally.
Maze of the Master (MZTM-EN043)
Break the Seal

TRAP / Continuous Trap
You can activate 1 of these effects;
● Place 1 "Break the Seal" from your Deck or GY, face-up on your field.
● Send 2 face-up "Break the Seal" you control to the GY, including this card; add 1 "Forbidden One" monster from your Deck to your hand.
If this card on the field is destroyed: You can reveal up to 5 "Forbidden One" monsters in your hand; return that many cards your opponent controls to the hand. You can only use each effect of "Break the Seal" once per turn.
(Rare)
Rating: 1 out of 5
Not even worth having 1 copy out and you'll be revealing your entire strategy.
Maze of the Master (MZTM-EN042)
Singularity Fiend

DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Fiend / Effect)

When your opponent Special Summons a monster(s) (except during the Damage Step): You can discard this card and 1 Spell; destroy that monster(s). You can only use this effect of "Singularity Fiend" once per turn.
(Secret Rare)
Rating: 1 out of 5
Doesn't even negate the Summon for losing 2 cards.
Maze of the Master (MZTM-EN041)
Clear Wall

SPELL / Continuous Spell
If "Clear World" is on the field: You can add 1 monster that mentions "Clear World" from your Deck to your hand. You can only use this effect of "Clear Wall" once per turn. Monsters that mention "Clear World" cannot be destroyed by battle, also you take no battle damage from that battle. While you control a Level 7 or higher monster that mentions "Clear World", your opponent receives all effects of "Clear World", regardless of the monster Attributes they control.
(Super Rare)
Rating: 1 out of 5
Easy to see right through the strategy.
Maze of the Master (MZTM-EN040)
Clear Vicious Knight

DARK / Effect Monster / Level 7 / ATK 2300 / DEF 1100
(Warrior / Effect)

You can Tribute Summon this card by Tributing 1 monster that mentions "Clear World". Gains ATK equal to the highest original ATK among monsters your opponent controls (your choice, if tied). You are unaffected by the effects of "Clear World". While this Tribute Summoned card is in the Monster Zone, your opponent cannot activate the effects of Special Summoned monsters on the field with less ATK than this card.
(Super Rare)
Rating: 2 out of 5
Certainly can be a powerhouse, but starts with poor stats for a Level 7 monster.
Maze of the Master (MZTM-EN039)
Clear Cube

DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Machine / Effect)

You are unaffected by the effects of "Clear World". During your Main Phase, you can Normal Summon 1 monster that mentions "Clear World", in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this face-up card in its owner's control leaves the field by an opponent's card: You can Special Summon 1 monster that mentions "Clear World" from your Deck.
(Rare)
Rating: 1 out of 5
A worse Double Summon (5DS1 #29) at best.
Maze of the Master (MZTM-EN038)
Clear Rage Golem

DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1800
(Rock / Effect)

You are unaffected by the effects of "Clear World". If this card is Normal or Special Summoned: You can activate this effect; this turn, your monsters that mention "Clear World" can attack directly. You can only use this effect of "Clear Rage Golem" once per turn. When this card inflicts battle damage to your opponent: You can inflict 300 damage to your opponent for each card in their hand.
(Super Rare)
Rating: 2 out of 5
Little consolation for requring an awful Field Spell.
Maze of the Master (MZTM-EN037)
Clear Phantom

DARK / Effect Monster / Level 3 / ATK 1200 / DEF 800
(Fiend / Effect)

You are unaffected by the effects of "Clear World". You can discard 2 cards, including this card; add 2 cards from your Deck to your hand, that are "Clear World" or Spells/Traps that mention it. You can only use this effect of "Clear Phantom" once per turn. If this card is destroyed: You can target 1 monster your opponent controls; destroy it, and if you do, send the top 3 cards of their Deck to the GY.
(Super Rare)
Rating: 1 out of 5
The Deck that waited decades to essentially get completed and it's no good.
Maze of the Master (MZTM-EN036)
Ocean of Regeneration

SPELL / Continuous Spell
You can target 1 WATER monster with 1000 or less ATK in your GY; Special Summon it, but destroy it during the End Phase. You can only use this effect of "Ocean of Regeneration" once per turn.
(Super Rare)
Rating: 1 out of 5
How about a nearly-free Token from Fiend's Sanctuary (#1) instead?
Maze of the Master (MZTM-EN035)
Spirit Shield

TRAP / Continuous Trap
Once per battle, when an opponent's monster declares an attack: You can banish 1 Fiend or Zombie monster from your GY; negate that attack. Once per turn, when your opponent activates a card or effect that would destroy a card(s): You can banish 1 Fiend or Zombie monster from your GY; negate that activation. Once per turn, during the End Phase, if you do not control a Fiend or Zombie monster: Send this card to the GY.
(Rare)
Rating: 2 out of 5
Won't be much of a shield outside Fiend or Zombie Decks.
Maze of the Master (MZTM-EN034)
Spirit Illusion

SPELL / Equip Spell
Equip only to a Level 5 or higher Fiend or Zombie monster. When an attack is declared involving the equipped monster and an opponent's monster: You can make that opponent's monster lose ATK equal to the equipped monster's ATK. You can activate 1 of these effects;
● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field.
● Special Summon 1 "Doppelganger Token" (Level 5/ATK ?/DEF 0) with the equipped monster's Type, Attribute, and ATK.
You can only use this effect of "Spirit Illusion" once per turn.
(Rare)
Rating: 2 out of 5
There are decent Fiends and Zombies, but the bulleted effects aren't very good.
Maze of the Master (MZTM-EN033)
The Duke of Demise

DARK / Fusion Monster / Level 6 / ATK 2000 / DEF 1700
(Fiend / Fusion / Effect)

2 Fiend and/or Zombie monsters
Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Cannot be destroyed by battle. You can only use each of the following effects of "The Duke of Demise" once per turn. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 monster. You can banish this card from your GY, then target 1 Level 4 or higher Fiend or Zombie monster in your GY; add it to your hand.
(Ultra Rare)
Rating: 1 out of 5
Wastes your Normal Summon and still costs 500 LP to stay on the field as a Fusion Monster.
Maze of the Master (MZTM-EN032)
Grief Tablet

SPELL / Equip Spell
(This card is always treated as a "Wedju" card.)
The equipped monster cannot attack or be Tributed, also its effects are negated. Once per turn, if you control the equipped monster: You can add 1 "Wedju" card from your Deck to your hand, except "Grief Tablet". If this card is sent to the GY because the equipped monster is destroyed: You can inflict 500 damage to your opponent. You can only activate 1 "Grief Tablet" per turn.
(Super Rare)
Rating: 1 out of 5
This could've been beneficial well before Synchros existed, but now it has no merit at all.
Maze of the Master (MZTM-EN031)
Maiden of Blue Tears

TRAP / Normal Trap
If your opponent Special Summons a monster(s) and you control a Link Monster (except during the Damage Step): Target 1 of them; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK. If effect damage is inflicted while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 Normal Spell in your GY or banishment; Set it, but it cannot be activated this turn. You can only use 1 "Maiden of Blue Tears" effect per turn, and only once that turn.
(Rare)
Rating: 1 out of 5
Links can be easy to bring out, but needing one for either effect is quite poor.
Maze of the Master (MZTM-EN030)
Trickstar Diffusion
TRAP / Normal Trap
Activate 1 of these effects;
● Fusion Summon 1 "Trickstar" Fusion Monster from your Extra Deck, by banishing its materials from your GY.
● Immediately after this effect resolves, Link Summon 1 "Trickstar" Link Monster.
You can banish this card from your GY, then target 1 "Trickstar" monster you control; this turn, while that monster is face-up on your field, your opponent's monsters can only target that monster for attacks. You can only use each effect of "Trickstar Diffusion" once per turn.
(Rare)
Rating: 1 out of 5
I thought Trickstar players weren't very smart, and this just rubs it in.
Maze of the Master (MZTM-EN029)
Trickstar Noble Angel

LIGHT / Link Monster / ATK 2000 / Link-2
Links: Bottom Corners
(Fairy / Link / Effect)

If this card is Link Summoned: You can add 1 "Blue Tears" card from your Deck to your hand. If you have a Fusion Monster in your field or GY: You can target 1 "Trickstar" monster in your GY; Special Summon it. If effect damage is inflicted (except during the Damage Step): You can target 1 face-up card on the field; destroy it. You can only use each effect of "Trickstar Noble Angel" once per turn.
(Super Rare)
Rating: 1 out of 5
Just about every card these days targets 1 card, then destroys it at some point. A worthless Link-2.
Maze of the Master (MZTM-EN028)
Trickstar Colchica

LIGHT / Link Monster / ATK 200 / Link-1
Links: Bottom 
(Fairy / Link / Effect)

1 non-Link "Trickstar" monster
You can only Special Summon "Trickstar Colchica(s)" once per turn. When a monster is destroyed by battle involving your "Trickstar" monster, while this card is in your GY: You can banish this card, then target that destroyed monster; inflict damage to your opponent equal to that monster's ATK. You can only use this effect of "Trickstar Colchica" once per turn.
(Super Rare)
Rating: 1 out of 5
Would've had something if it was limited to Trickstars as a whole.
Maze of the Master (MZTM-EN027)
Trickstar Band Drumatis

LIGHT / Fusion Monster / Level 6 / ATK 2000 / DEF 1000
(Fairy / Fusion / Effect)

2 "Trickstar" monsters
"Trickstar" Link Monsters you control that point to this card gain 1000 ATK. You can only use each of the following effects of "Trickstar Band Drumatis" once per turn. If this card is Fusion Summoned: You can add 1 "Trickstar" card from your Deck to your hand, with a different name from the cards you control and in your GY. If effect damage is inflicted (except during the Damage Step): You can target 1 face-up monster on the field; its ATK becomes 0.
(Rare)
Rating: 1 out of 5
+1000 ATK is too little with how weak most Trickstar Links (#44) are and the other effect is too slow.
Maze of the Master (MZTM-EN026)
Trickstar Aqua Angel

WATER / Effect Monster / Level 4 / ATK 0 / DEF 0
(Fairy / Effect)

(This card is always treated as a "Marincess" card.)
Link Monsters that point to this card cannot be destroyed by battle. You can only use each of the following effects of "Trickstar Aqua Angel" once per Duel. If you control a "Trickstar" or "Marincess" monster: You can Special Summon this card from your hand or GY. If this card is sent to the GY as Link Material: You can look at all cards in your opponent's hand and all Set cards they control.
(Rare)
Rating: 1 out of 5
Treating itself as a Marincess (#3) card has clearly done it much harm.
Maze of the Master (MZTM-EN025)
Trickstar Hoody

LIGHT / Effect Monster / Level 2 / ATK 600 / DEF 1800
(Fairy / Effect)

If you control a "Trickstar" Fusion or Link Monster: You can Special Summon this card from your hand. If this card is sent to the GY as material for a "Trickstar" Link Monster: You can add 1 "Trickstar Fusion" or "Trickstar Diffusion" from your Deck to your hand. You can only use each effect of "Trickstar Hoody" once per turn.
(Super Rare)
Rating: 2 out of 5
Their tricks remain basically the same.
Maze of the Master (MZTM-EN024)
A-to-Z Energy Load

TRAP / Normal Trap
When your opponent activates a card or effect: Draw cards equal to the number of Level 8 or higher LIGHT Machine Fusion Monsters you control. During your Standby Phase: You can banish this card from your GY; shuffle up to 6 of your banished LIGHT Machine monsters into the Deck, including a Union monster. You can only use each effect of "A-to-Z Energy Load" once per turn.
(Rare)
Rating: 1 out of 5
Not packing much energy as a whole for the work it takes to get even 1 LIGHT Machine Fusion out.
Maze of the Master (MZTM-EN023)
Union Activation

SPELL / Normal Spell
Send 1 LIGHT Machine Normal or Union monster from your hand or Deck to the GY and add 1 LIGHT Machine monster with the same ATK but a different original name from your Deck to your hand. If you Special Summon 3 LIGHT Machine monsters at the same time, while this card is in your GY: You can banish this card; add 1 monster with 3000 or more ATK from your Deck to your hand, then immediately after this effect resolves, Normal Summon that monster. You can only use each effect of "Union Activation" once per turn.
(Ultra Rare)
Rating: 1 out of 5
The time for this was back in Magician's Force when the 3 cards (#6) had ample time to get on the field.
Maze of the Master (MZTM-EN022)
Union Controller

LIGHT / Fusion Monster / Level 6 / ATK 2200 / DEF 1900
(Machine / Fusion / Effect)

1 LIGHT Machine monster + "Y-Yare Head" or "Z-Zillion Tank"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. If this card is Special Summoned from the Extra Deck: You can add 1 Spell/Trap from your Deck to your hand that mentions "Union monster" in its text. You can only use this effect of "Union Controller" once per turn. Once per turn, during your Main Phase: You can Special Summon 1 LIGHT Machine Normal or Union monster from your hand.
(Ultra Rare) and (Collector's Rare)
Rating: 1 out of 5
Looks like something for The Fang of Critias (#6), but it's about as bad as Doom Virus Dragon.
Maze of the Master (MZTM-EN021)
XYZ-Hyper Dragon Cannon

LIGHT / Fusion Monster / Level 9 / ATK 3000 / DEF 2800
(Machine / Fusion / Effect)

"X-Cross Cannon" + "Y-Yare Head" + "Z-Zillion Tank"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards from your field and/or GY. Once per opponent's turn (Quick Effect): You can discard 1 card, then target 1 card your opponent controls; destroy it. You can banish this card from your field or GY and reveal 1 Level 8 LIGHT Machine Fusion Monster in your Extra Deck; Special Summon up to 3 of the Fusion Materials mentioned on it from your GY and/or banishment.
(Ultra Rare)
Rating: 1 out of 5
Quicker to Summon than the original (#14), but really doesn't improve on its design overall.
Maze of the Master (MZTM-EN020)
Z-Zillion Tank

LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1300
(Machine / Union / Effect)

If this card is Special Summoned: You can equip 1 of your banished Level 4 LIGHT Machine monsters to this card as an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
(Rare)
Rating: 1 out of 5
Nearly exactly the same as Yare Head.
Maze of the Master (MZTM-EN019)
Y-Yare Head

LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1600
(Machine / Union / Effect)

If this card is Special Summoned: You can equip 1 Level 4 LIGHT Machine monster from your hand or GY to this card as an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
(Rare)
Rating: 1 out of 5
Now it offers less uses than Mist Body. (#36)
Maze of the Master (MZTM-EN018)
X-Cross Cannon

LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 1500
(Machine / Effect)

If you control a LIGHT Machine Fusion or Union monster: You can Special Summon this card from your hand. During your Main Phase: You can equip 1 appropriate LIGHT Machine Union monster from your Deck to this card as an Equip Spell as if it were equipped by that monster's effect, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. You can only use each effect of "X-Cross Cannon" once per turn.
(Ultra Rare) and (Collector's Rare)
Rating: 3 out of 5
Finally something decent, and it's based on the original. (#5)
Maze of the Master (MZTM-EN017)
Lord of the Tachyon Galaxy

TRAP / Normal Trap
If you control a "Galaxy-Eyes Tachyon Dragon" monster, you can activate this card from your hand. During the Battle Phase: Detach 1 material from your "Galaxy-Eyes" Xyz Monster; shuffle all monsters your opponent controls into the Deck that were Normal or Special Summoned this turn. If you control a "Number C" monster, this card's activation and effect cannot be negated. You can only activate 1 "Lord of the Tachyon Galaxy" per turn.
(Rare)
Rating: 1 out of 5
So where's the alleged OTK potential I've read about?
Maze of the Master (MZTM-EN016)
Seventh Tachyon

SPELL / Normal Spell
Reveal 1 "Number" Xyz Monster in your Extra Deck that has a number between "101" and "107" in its name; add 1 monster from your Deck to your hand with the same Type or Attribute as that monster, and the same Level as that monster's Rank, then place 1 card from your hand on top of the Deck, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Xyz Monsters. You can only activate 1 "Seventh Tachyon" per turn.
(Secret Rare) and (Collector's Rare)
Rating: 1 out of 5
Feels like they've had 700 of these over the years with not much output.
Maze of the Master (MZTM-EN015)
Tachyon Spiral of Destruction

SPELL / Quick-Play Spell
Activate 1 of these effects (but you can only use each effect of "Tachyon Spiral of Destruction" once per turn);
● If you control a "Galaxy" Xyz Monster: Destroy all face-up cards your opponent controls whose effects are negated.
● Target 1 "Tachyon" card in your GY, except "Tachyon Spiral of Destruction"; add it to your hand.
● Target 1 Dragon "Number" monster in your GY; Special Summon it in Defense Position.
(Rare)
Rating: 1 out of 5
An attack name for Number 107 (#44), whom has produced very little results.
Maze of the Master (MZTM-EN014)
Divine Golden Shadow Dragon Dragluxion

LIGHT / Xyz Monster / Rank 8 / ATK 2500 / DEF 3000
(Dragon / Xyz / Effect)

2 Level 8 monsters
If this card is Special Summoned from the Extra Deck: You can add 1 "Galaxy" or "Tachyon" card from your Deck to your hand. You can detach 2 materials from this card; Special Summon from your Extra Deck, 1 Rank 8 Dragon Xyz Monster with 3000 ATK, using this card you control as material (this is treated as an Xyz Summon, transfer its materials to the Summoned monster), then you can attach 1 "Galaxy" monster from your Extra Deck to it. You can only use each effect of "Divine Golden Shadow Dragon Dragluxion" once per turn.
(Ultra Rare) and (Collector's Rare)
Rating: 1 out of 5
Total waste of a Rank 8, especially when the requirements are so specific for using it as Xyz Material.
Maze of the Master (MZTM-EN013)
Schwarzchild Infinity Dragon

DARK / Effect Monster / Level 8 / ATK 2000 / DEF 0
(Dragon / Effect)

If you control no monsters, or your opponent controls a monster with 2000 or more ATK: You can Special Summon this card from your hand, and if you do, Special Summon 1 Level 8 LIGHT or DARK Dragon monster from your Deck in Defense Position, except "Schwarzschild Infinity Dragon", but negate its effects. You can only use this effect of "Schwarzschild Infinity Dragon" once per turn, also you cannot Special Summon from the Extra Deck the turn you activate this effect, except Dragon Xyz Monsters.
(Secret Rare)
Rating: 2 out of 5
Only a marginal improvement of the original.
Maze of the Master (MZTM-EN012)
Tachyon Cloudragon

LIGHT / Effect Monster / Level 4 / ATK 300 / DEF 250
(Dragon / Effect)

If this card is added to your hand, except by drawing it: You can Special Summon this card. You can Tribute this card; Special Summon 1 "Tachyon" monster from your Deck or GY, except "Tachyon Cloudragon". If you Special Summon a Dragon Xyz Monster(s) (except during the Damage Step): You can target 1 of them; attach this card to that monster, from the GY (if it was there when the monster was Special Summoned) or hand (even if not), as material. You can only use each effect of "Tachyon Cloudragon" once per turn.
(Rare)
Rating: 1 out of 5
The next incarnation of The White Stone of Legend (#35) has basically no viable uses at all.
Maze of the Master (MZTM-EN011)
Galaxy-Eyes Tachyon Primal

LIGHT / Effect Monster / Level 8 / ATK 3000 / DEF 2500
(Dragon / Effect)

If a Dragon Xyz Monster declares an attack: Attach this card on the field to it as material. You can only use each of the following effects of "Galaxy-Eyes Tachyon Primal" once per turn. If a Dragon Xyz Monster is on the field (Quick Effect): You can Special Summon this card from your hand to either field. If this card is Normal or Special Summoned: The owner of this card adds 1 "Tachyon" Spell/Trap from their Deck to their hand.
(Secret Rare) and (Collector's Rare)
Rating: 2 out of 5
Requiring it to be Xyz Material for an attacking Dragon Xyz Monster is a real blow to its uses.
Maze of the Master (MZTM-EN010)
Apophis the Serpent

TRAP / Continuous Trap
Special Summon this card as a Normal Monster (Reptile/EARTH/Level 4/ATK 1600/
DEF 1800) (this card is also still a Trap), then you can Set 1 "Apophis" Trap from your Deck, except "Apophis the Serpent". It can be activated this turn. If this card is sent to the GY: You can add 1 "Embodiment of Apophis" from your Deck to your hand. You can only use each effect of "Apophis the Serpent" once per turn.
(Ultra Rare)
Rating: 1 out of 5
These are only intended for cosplaying as Odeon, and they're bad even then.
Maze of the Master (MZTM-EN009)
Verdict of Anubis

TRAP / Counter Trap
When your opponent activates a Spell/Trap Card, while you control 3 or more other Spells/Traps: Negate the activation, and if you do, destroy that card, then if you control "Temple of the Kings", you can destroy as many monsters your opponent controls as possible, then inflict damage to your opponent equal to half the total original ATK of those destroyed monsters. You can only activate 1 "Verdict of Anubis" per turn.
(Ultra Rare)
Rating: 2 out of 5
Based on how Judgment of Anubis worked in the anime, but it's a watered down version.
Maze of the Master (MZTM-EN008)
Dangers of the Divine

SPELL / Quick-Play Spell
Pay half your LP, then Tribute 1 monster; Special Summon 1 "The Winged Dragon of Ra" from your hand or banishment, ignoring its Summoning conditions, and make its ATK/
DEF 4000, but it cannot attack, also during the End Phase of the next turn, return it to the hand. If this card is sent from the field to the GY: Choose 1 "The Winged Dragon of Ra" in your Monster Zone and send all other monsters on the field to the GY. You can only use each effect of "Dangers of the Divine" once per turn.
(Rare)
Rating: 1 out of 5
There is only danger for the player using Reject of Ra. (KICO #65)
Maze of the Master (MZTM-EN007)
Defense of the Temple

SPELL / Normal Spell
Fusion Summon 1 EARTH Fusion Monster from your Extra Deck, using monsters from your hand or field. If you use a monster you control that mentions "Temple of the Kings", you can also use face-up monsters your opponent controls as material. If you control "Temple of the Kings": You can banish this card from your GY; add 1 "Dangers of the Divine" from your Deck to your hand. You can only use this effect of "Defense of the Temple" once per turn.
(Rare)
Rating: 1 out of 5
Going to be a mostly weak defense either way.
Maze of the Master (MZTM-EN006)
Treasures of the Kings

SPELL / Field Spell
When this card is activated: You can Set 1 "Apophis" Trap from your Deck. This card's name becomes "Temple of the Kings" while in the Field Zone. Once per turn, if you have 2 or more Set cards on your field, or a Trap in your GY: You can add 1 monster that mentions "Temple of the Kings" from your Deck to your hand. You can only activate 1 "Treasures of the Kings" per turn.
(Secret Rare) and (Collector's Rare)
Rating: 1 out of 5
Being a searchable variant of the original really doesn't offer any merit.
Maze of the Master (MZTM-EN005)
Divine Scorpion Beast of Serket

EARTH / Fusion Monster / Level 6 / ATK 3000 / DEF 2000
(Fairy / Fusion / Effect)

1 "Serket" monster + 1 monster with 2500 or less ATK
If this card is Special Summoned, or at the start of the Damage Step if this card battles an opponent's monster: You can target 1 face-up monster your opponent controls or in their GY; banish it, and if you do, this card gains ATK equal to half the banished monster's original ATK. You can only use this effect of "Divine Scorpion Beast of Serket" once per turn. Can make a second attack during each Battle Phase, while a Level 10 or higher monster is banished.
(Super Rare)
Rating: 1 out of 5
Stats are high for a Level 6, but it's not going to do very much in most cases.
Maze of the Master (MZTM-EN004)
Divine Serpent Apophis

EARTH / Fusion Monster / Level 6 / ATK 2800 / DEF 2600
(Reptile / Fusion / Effect)

2 monsters that mention "Temple of the Kings"
Must be either Fusion Summoned, or Special Summoned by Tributing 2 "Apophis" monsters. Once per turn: You can target up to 3 "Apophis" Traps with different names in your GY; Set them. Once per turn, if a Trap Card is activated (except during the Damage Step): You can target 1 card your opponent controls; destroy it.
(Super Rare)
Rating: 1 out of 5
They took so long to even acknowledge Odeon's strategy and then shaft him when he finally gets them.
Maze of the Master (MZTM-EN003)
Anubis the Last Judge

EARTH / Effect Monster / Level 10 / ATK 3000 / DEF 0
(Fiend / Effect)

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or GY) while you have 3 or more cards in your GY with different names that are "Temple of the Kings" and/or Traps, by placing 2 of them on the bottom of the Deck in any order. You can send this card from your hand to the GY; add 1 "The Man with the Mark" from your Deck to your hand. If a Spell/Trap(s) you control is destroyed by card effect: You can target 1 card your opponent controls; destroy it. You can only use each effect of "Anubis the Last Judge" once per turn.
(Ultra Rare) and (Collector's Rare)
Rating: 1 out of 5
Going to be judged poorly by most Duelists.
Maze of the Master (MZTM-EN002)
Merciless Scorpion of Serket

EARTH / Effect Monster / Level 6 / ATK 2500 / DEF 2000
(Fairy / Effect)

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 Level 10 or higher monster from your hand or Deck, while you control "Temple of the Kings". You can only Special Summon "Merciless Scorpion of Serket" once per turn this way. Once per turn, during your Main Phase: You can add 1 "Temple of the Kings", or 1 Spell that mentions it, from your Deck to your hand. At the start of the Damage Step, if this card battles an opponent's monster: You can destroy that opponent's monster, and if you do, this card gains ATK equal to half the destroyed monster's original ATK.
(Ultra Rare) and (Collector's Rare)
Rating: 2 out of 5
Can quickly become a powerhouse and helps when Level 10s prove useless.
Maze of the Master (MZTM-EN001)
The Man with the Mark

EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Spellcaster / Effect)

If this card is Normal or Special Summoned: You can take 1 "Temple of the Kings", or 1 Spell/Trap that mentions it, from your Deck and either add it to your hand or send it to the GY. You can only use this effect of "The Man with the Mark" once per turn. While you control "Temple of the Kings", this card and "Apophis" monsters you control cannot be destroyed by battle or card effects. "Temple of the Kings" you control cannot be destroyed by card effects.
(Secret Rare) and (Quarter Century Secret Rare)
Rating: 1 out of 5
We're back to Prinzessin (BLRR #4) and friends from before.
Maze of the Master (MZTM-EN000)
Silent Magician LV8
LIGHT / Effect Monster / Level 8 / ATK 3500 / DEF 1000
(Spellcaster / Effect)

Cannot be Normal Summoned/Set. Must be Special Summoned by "Silent Magician LV4". Unaffected by your opponent's Spell effects.
(Quarter Century Secret Rare)
Rating: 1 out of 5
Horus LV8 (#8) took less work than this for pretty much the same result.
 
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 intended 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 Monster 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 Extra Deck 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.