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Learn to play the TCG. More on these ratings TAMA and AMDE Spoilers
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Multi Rarity Partial Card Ratings (Page 5)

1. Only new cards, those with updated text that changes how they work and cards moved over from smaller products are included below.
2.
TAMA-EN info:
https://yugioh.fandom.com/wiki/Tactical_Masters    
3. AMDE-EN info: https://yugioh.fandom.com/wiki/Amazing_Defenders
Amazing Defenders (AMDE-EN036)
Mikanko Rivalry
TRAP / Normal Trap
If you control a "Mikanko" monster: Target 1 face-up monster on the field; equip it with 1 Equip Spell from your Deck that can equip to it. If an Equip Spell(s) is sent to your GY, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 Equip Spell in your GY; add it to your hand. You can only use each effect of "Mikanko Rivalry" once per turn.
(Rare)
Rating: 2 out of 5
Not too bad, and even does it better than Fairy of the Spring. (SD5 #28)
Amazing Defenders (AMDE-EN035)
Mikanko Promise
TRAP / Normal Trap
Special Summon 1 "Mikanko" monster from your hand or Deck, then you can equip it with 1 Equip Spell from your hand or GY that can equip to that monster. Banish that monster when it leaves the field. You can only activate 1 "Mikanko Promise" per turn.
(Rare)
Rating: 2 out of 5
Pretty much exclusive to the Main Deck members as Rituals have Summon requirements.
Amazing Defenders (AMDE-EN034)
Mikanko Kagura
SPELL / Ritual Spell
This card can be used to Ritual Summon any "Mikanko" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then you can apply the following effect.
● Destroy cards your opponent controls up to the number of Equip Spells with different names in your GY, and if you do, inflict 1000 damage to your opponent for each card destroyed.
You can only activate 1 "Mikanko Kagura" per turn.
(Rare)
Rating: 2 out of 5
Pile a bunch on 1 and that could be up to 4000 damage in a single turn once they leave.
Amazing Defenders (AMDE-EN033)
Mikanko Relfection Rondo
SPELL / Equip Spell
Equip only to an opponent's monster. While you control a "Mikanko" monster, take control of that equipped monster. Neither player can activate the effects of the equipped monster while you control it. When this card leaves the field, send the equipped monster to the GY. You can only control 1 "Mikanko Reflection Rondo". You can only activate 1 "Mikanko Reflection Rondo" per turn.
(Rare) and (Collector's Rare)
Rating: 2 out of 5
The Mikanko members are mostly mediocre, but this can be useful.
Amazing Defenders (AMDE-EN032)
Mikanko Water Arabesque
SPELL / Equip Spell
The equipped monster cannot be destroyed by card effects. During your Main Phase: You can Special Summon 1 "Mikanko" monster from your hand or Deck, with a different original name than the equipped monster, and if you do, equip it with this card, then return the monster that was previously equipped with this card to the hand. You can only use this effect of "Mikanko Water Arabesque" once per turn.
(Ultra Rare)
Rating: 3 out of 5
Dance lessons not required as this card simply offers quite a bit of protection to any monster.
Amazing Defenders (AMDE-EN031)
Mikanko Purification Dance
SPELL / Equip Spell
Equip only to a "Mikanko" monster. The equipped monster cannot be destroyed by card effects. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 monster you control and 1 monster your opponent controls; return them to the hand. You can only use this effect of "Mikanko Purification Dance" once per turn.
(Rare)
Rating: 2 out of 5
Can help if the member loses its effects.
Amazing Defenders (AMDE-EN030)
Mikanko Fire Dance
SPELL / Equip Spell
Special Summon 1 "Mikanko" monster from your hand or GY, and if you do, equip it with this card, then you can Special Summon 1 monster from your opponent's GY to their field, but negate its effects. The equipped monster cannot be destroyed by card effects. You can only activate 1 "Mikanko Fire Dance" per turn.
(Super Rare)
Rating: 2 out of 5
We don't have much, but they're more useful than the past several Decks. (GRCR #13)
Amazing Defenders (AMDE-EN029)
The Great Mikanko Ceremony
SPELL / Quick-Play Spell
Special Summon 1 "Mikanko" monster from your hand, ignoring its Summoning conditions, but return it to the hand during your opponent's End Phase. During your Main Phase: You can banish this card from your GY; send 1 "Mikanko" card from your Deck to the GY, except "The Great Mikanko Ceremony". You can only use each effect of "The Great Mikanko Ceremony" once per turn.
(Rare)
Rating: 1 out of 5
Cosplaying as a Spirit monster isn't going to make any Deck good.
Amazing Defenders (AMDE-EN028)
Heavy Gate of the Mikanko
SPELL / Field Spell
While you control a monster that is equipped with an Equip Card, all monsters your opponent controls that can attack must attack monsters equipped with Equip Cards. If your "Mikanko" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. At the end of the Damage Step, if your "Mikanko" monster attacked: You can send 1 Equip Card you control to the GY; it can make another attack on a monster in a row.
(Ultra Rare)
Rating: 2 out of 5
This doesn't even Mikankos to work effectively, though it does require Equip Cards.
Amazing Defenders (AMDE-EN027)
Ohime the Manifested Mikanko
LIGHT / Ritual Monster / Level 6 / ATK 0 / DEF 0
(Fairy / Ritual / Effect)

You can Ritual Summon this card with "Mikanko Kagura". Cannot be destroyed by battle, also your opponent takes any battle damage you would take from battles involving this card instead. You can only use each of the following effects of "Ohime the Manifested Mikanko" once per turn. You can reveal this card in your hand; add 1 "Mikanko" card from your Deck to your hand, except "Ohime the Manifested Mikanko", then discard 1 card. (Quick Effect): You can target 1 Equip Spell in your GY; equip it to an appropriate monster on the field.
(Ultra Rare)
Rating: 3 out of 5
Generic Fairy support will help this out, and it has Yubel's (#6) first two effects.
Amazing Defenders (AMDE-EN026)
Ni-Ni the Mirror Mikanko
WATER / Effect Monster / Level 3 / ATK 0 / DEF 0
(Spellcaster / Effect)

If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. During your opponent's turn, while this card is equipped with an Equip Card (Quick Effect): You can target 1 face-up monster your opponent controls; take control of it until the End Phase. You can only use this effect of "Ni-Ni the Mirror Mikanko" once per turn.
(Super Rare) and (Collector's Rare)
Rating: 2 out of 5
A carbon copy of Ha-Re, but it's not terrible.
Amazing Defenders (AMDE-EN025)
Ha-Re the Sword Mikanko
FIRE / Effect Monster / Level 3 / ATK 0 / DEF 0
(Warrior / Effect)

If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. If an Equip Card becomes equipped to this card: You can add 1 "Mikanko" Equip Spell from your Deck to your hand. You can only use this effect of "Ha-Re the Sword Mikanko" once per turn.
(Super Rare) and (Collector's Rare)
Rating: 2 out of 5
The effects mostly only apply based on certain conditions, but they aren't bad.
Amazing Defenders (AMDE-EN024)
Purrelyeap!?
TRAP / Normal Trap
Target 1 "Purrely" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Purrely" Xyz Monster with a different Rank, by using that target as material, but return it to the Extra Deck during the End Phase of the next turn. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can banish this card from your GY, then target up to 3 "Purrely" monsters in your GY; shuffle them into the Deck. You can only activate 1 "Purrelyeap!?" per turn.
(Rare)
Rating: 1 out of 5
This'll never be a viable strategy, no matter how many Decks obtain such an effect.
Amazing Defenders (AMDE-EN023)
Purrely Delicious Memory
SPELL / Quick-Play Spell
Choose 1 monster on the field, and until the end of the next turn, it cannot be destroyed by battle. After choosing a card, then you can apply the following effect.
● Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
A "Purrely" Xyz Monster that has this card as material gains the following effect.
● Gains 300 ATK/DEF for each material attached to it.
(Rare)
Rating: 1 out of 5
Their diet has consisted of low-carb snacks made of a few bits of kibble.
Amazing Defenders (AMDE-EN022)
Purrely Pretty Memory
SPELL / Quick-Play Spell
Each player gains 1000 LP, then you can apply the following effect.
● Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
A "Purrely" Xyz Monster that has this card as material gains the following effect.
● Once per turn: You can send 1 other card you control to the GY, then target 1 card your opponent controls; attach it to this card as material.
(Ultra Rare) and (Collector's Rare)
Rating: 1 out of 5
These cards act like there's going to be more Level 1 Purrely monsters, but all we have is the original.
Amazing Defenders (AMDE-EN021)
Purrely Happy Memory
SPELL / Quick-Play Spell
Choose 1 card on the field, and until the end of the next turn, the first time it would be destroyed by card effect, it is not destroyed. After choosing a card, then you can apply the following effect.
● Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
A "Purrely" Xyz Monster that has this card as material gains the following effect.
● This card can attack monsters a number of times each Battle Phase, up to the number of "Purrely Happy Memory" attached to it +1.
(Rare)
Rating: 1 out of 5
Having read all the effects, I don't see a single happy memory to be had.
Amazing Defenders (AMDE-EN020)
My Friend Purrely
SPELL / Continuous Spell
You can pay 500 LP; reveal 3 "Purrely" cards from your Deck, except "My Friend Purrely", and your opponent randomly picks 1 for you to add to your hand, also shuffle the rest into your Deck. If a face-up "Purrely" Xyz Monster(s) you control leaves the field because of an opponent's card, even during the Damage Step: You can add up to 3 "Purrely" Quick-Play Spells with different names from your GY to your hand. You can only use each effect of "My Friend Purrely" once per turn.
(Ultra Rare) and (Collector's Rare)
Rating: 1 out of 5
I may be a cat person, but these cats are not going to last on the field.
Amazing Defenders (AMDE-EN019)
Stray Purrely Street
SPELL / Field Spell
Your opponent cannot target "Purrely" monsters you control with card effects, the turn they are Special Summoned. Once per turn, if a face-up "Purrely" Xyz Monster(s) you control leaves the field because of an opponent's card: Special Summon 1 Level 1 "Purrely" monster from your Deck or GY. Once per turn, during the End Phase: You can target 1 "Purrely" Xyz Monster on the field; attach 1 "Purrely" Quick-Play Spell from your Deck or GY to that monster as material.
(Rare)
Rating: 1 out of 5
Strays aren't a good encounter because you don't know where they've been. Best call the animal shelter.
Amazing Defenders (AMDE-EN018)
Expurrely Noir
DARK / Xyz Monster / Rank 7 / ATK 1100 / DEF 2800
(Fairy / Xyz / Effect)

2 Level 7 monsters
You can also Xyz Summon this card by using a Rank 2 monster you control with 5 or more materials. (Transfer its materials to this card.) This card is unaffected by your opponent's activated effects while it has 5 or more materials. You can detach 2 materials from this card, then target 1 card your opponent controls or in their GY; place it on the bottom of the Deck. This is a Quick Effect if this card has a Level 1 "Purrely" monster as material.
(Super Rare)
Rating: 1 out of 5
The only thing working for it is the DEF as the effect is about as likely as winning the lottery.
Amazing Defenders (AMDE-EN017)
Expurrely Happiness
LIGHT / Xyz Monster / Rank 7 / ATK 2500 / DEF 1100
(Fairy / Xyz / Effect)

2 Level 7 monsters
You can also Xyz Summon this card by using a Rank 2 monster you control with 5 or more materials. (Transfer its materials to this card.) This card is unaffected by your opponent's activated effects while it has 5 or more materials. You can detach 2 materials from this card, then target 1 card your opponent controls or in their GY; place it on the bottom of the Deck. This is a Quick Effect if this card has a Level 1 "Purrely" monster as material.
(Super Rare)
Rating: 2 out of 5
Two chances to handle your opponent's strategy for a turn, but not great for a Rank 7 with those stats.
Amazing Defenders (AMDE-EN016)
Epurrely Plump
EARTH / Xyz Monster / Rank 2 / ATK 200 / DEF 2100
(Fairy / Xyz / Effect)

2 Level 2 monsters
Once per turn: You can target up to 2 Spells/Traps in the GYs; attach them to this card as material. This is a Quick Effect if this card has "Purrely Delicious Memory" as material. Up to thrice per turn, when you activate a "Purrely" Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can banish 1 monster on the field until the End Phase.
(Super Rare)
Rating: 1 out of 5
No wonder its effects are useless. It probably can't even walk.
Amazing Defenders (AMDE-EN015)
Epurrely Beauty
WATER / Xyz Monster / Rank 2 / ATK 1600 / DEF 1100
(Fairy / Xyz / Effect)

2 Level 2 monsters
Once per turn: You can target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. This is a Quick Effect if this card has "Purrely Pretty Memory" as material. Up to thrice per turn, when you activate a "Purrely" Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can change the battle position of 1 monster your opponent controls.
(Super Rare)
Rating: 1 out of 5
Were these adopted by Cruella de Ville? They have certainly not been treated well.
Amazing Defenders (AMDE-EN014)
Epurrely Happiness
LIGHT / Xyz Monster / Rank 2 / ATK 2000 / DEF 100
(Fairy / Xyz / Effect)

2 Level 2 monsters
At the end of the Damage Step, if this card battled: You can add 1 "Purrely" card from your Deck to your hand, also, if this card has "Purrely Happy Memory" as material, you can halve the ATK of 1 face-up monster on the field. Up to thrice per turn, when you activate a "Purrely" Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can return 1 Spell/Trap your opponent controls to the hand.
(Rare)
Rating: 1 out of 5
They say 'quality over quantity' and that's true here as the quality of these monsters is quite poor.
Amazing Defenders (AMDE-EN013)
Purrely
LIGHT / Effect Monster / Level 1 / ATK 100 / DEF 100
(Fairy / Effect)

If this card is Normal or Special Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Purrely" Spell/Trap to your hand, also place the rest on the bottom of your Deck in any order. Once per turn, during your Main Phase: You can reveal 1 "Purrely" Quick-Play Spell in your hand, Special Summon 1 Xyz Monster from your Extra Deck that mentions that card, by using this card you control as material, and attach the revealed card to the Summoned monster. (This is treated as an Xyz Summon.
(Ultra Rare) and (Collector's Rare)
Rating: 1 out of 5
Purrely a copy of Sylvan (#0) strategies, right down to the stats. They must be related.
Amazing Defenders (AMDE-EN012)
EXTINGUISH!
TRAP / Normal Trap
(This card is always treated as a "Rescue-ACE" card.)
If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.
(Rare)
Rating: 2 out of 5
Hydrant won't last long on the field, even with effects like this.
Amazing Defenders (AMDE-EN011)
CONTAIN!
TRAP / Normal Trap
(This card is always treated as a "Rescue-ACE" card.)
If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; this turn, that Effect Monster cannot attack, also its effects are negated. If you control "Rescue-ACE Hydrant" at resolution of this effect, that monster also cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon this turn.
(Rare)
Rating: 2 out of 5
Fiendish Chain (#64), but with further restraints.
Amazing Defenders (AMDE-EN010)
ALERT!
SPELL / Quick-Play Spell
(This card is always treated as a "Rescue-ACE" card.)
Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.
(Ultra Rare)
Rating: 2 out of 5
Seems Hydrant is meant to be the Deck's go-to for anything, but there are a few other good choices too.
Amazing Defenders (AMDE-EN009)
RESCUE!
SPELL / Quick-Play Spell
(This card is always treated as a "Rescue-ACE" card.)
Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn
(Ultra Rare)
Rating: 2 out of 5
Serves as better equipment than Syrus' roids, but the old school revival cards are better still.
Amazing Defenders (AMDE-EN008)
Rescue-ACE HQ
SPELL / Field Spell
While your opponent controls a monster, all "Rescue-ACE" monsters you control gain 500 ATK/DEF. During your Main Phase, you can Normal Summon 1 "Rescue-ACE" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 4 of your "Rescue-ACE" cards that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card.
(Rare)
Rating: 2 out of 5
Double Summon (5DS1 #29) as a Field Spell for the Deck. Marginally useful with the few good ones though.
Amazing Defenders (AMDE-EN007)
Rescue-ACE Turbulence
FIRE / Effect Monster / Level 9 / ATK 3000 / DEF 3000
(Machine / Effect)

You can banish 2 "Rescue-ACE" cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 "Rescue-ACE" Quick-Play Spells/Normal Traps with different names directly from your Deck. If another card(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can use each effect of "Rescue-ACE Turbulence" once per turn
(Ultra Rare)
Rating: 3 out of 5
Quite literally their ace so far, and no requirements to boot.
Amazing Defenders (AMDE-EN006)
Rescue-ACE Fire Engine
FIRE / Effect Monster / Level 7 / ATK 2500 / DEF 2500
(Machine / Effect)

If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Engine" (except during the Damage Step): You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Rescue-ACE" monster from your hand, Deck, or GY. You can only use each effect of "Rescue-ACE Fire Engine" once per turn
(Super Rare)
Rating: 2 out of 5
They may need backup because even this equipment is substandard.
Amazing Defenders (AMDE-EN005)
Rescue-ACE Fire Attacker
FIRE / Effect Monster / Level 6 / ATK 2200 / DEF 2200
(Machine / Effect)

If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Attacker" (except during the Damage Step): You can Special Summon this card from your hand. If a card(s) is added to your opponent's hand, except by drawing it (except during the Damage Step): You can draw 2 cards, then discard 1 card. You can only use each effect of "Rescue-ACE Fire Attacker" once per turn.
(Rare)
Rating: 2  out of 5
Bring out Monitor and this is okay. Otherwise, not so much.
Amazing Defenders (AMDE-EN004)
Rescue-ACE Hydrant
FIRE / Effect Monster / Level 1 / ATK 0 / DEF 0
(Machine / Effect)

While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".
(Ultra Rare)
Rating: 1 out of 5
No firefighter can rely on this hydrant for water because it's fresh out all the time.
Amazing Defenders (AMDE-EN003)
Rescue-ACE Monitor
FIRE / Effect Monster / Level 4 / ATK 1800 / DEF 1800
(Warrior / Effect)

If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Trap from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field, then target 1 "Rescue-ACE" monster in your GY, except "Rescue-ACE Monitor"; Special Summon it. You can only use each effect of "Rescue-ACE Monitor" once per turn.
(Super Rare)
Rating: 3 out of 5
I don't know about the support, but this guy can certainly come to your aid.
Amazing Defenders (AMDE-EN002)
Rescue-ACE Air Lifter
FIRE / Effect Monster / Level 4 / ATK 1700 / DEF 1700
(Machine / Effect)

If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to the hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can use each effect of "Rescue-ACE Air Lifter" once per turn.
(Rare)
Rating: 2 out of 5
They don't have bad support from what I've seen, but these aren't making said support good either.
Amazing Defenders (AMDE-EN001)
Rescue-ACE Impulse
FIRE / Effect Monster / Level 3 / ATK 1500 / DEF 1500
(Warrior / Effect)

During your Main Phase: You can choose the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied), and neither player can activate that monster's effects on the field this turn. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 Machine "Rescue-ACE" monster from your Deck. You can only use each effect of "Rescue-ACE Impulse" once per turn.
(Super Rare)
Rating: 1 out of 5
A pretty bad start as this mostly copies Effect Veiler.
 
Tactical Masters (TAMA-EN054)
Pendulum Fusion
SPELL / Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials. If you have 2 cards in your Pendulum Zones, you can also use cards in your Pendulum Zones as Fusion Material(s). You can only activate 1 "Pendulum Fusion" per turn.
(Super Rare)
Rating: 1 out of 5
This just makes Fusion Summoning harder and doesn't really add to the final product.
Tactical Masters (TAMA-EN049)
Lilith, Lady of Lament
DARK / Effect Monster / Level 3 / ATK 0 / DEF 2000
(Fiend / Effect)

If this card is Normal Summoned, its original ATK becomes 1000. (Quick Effect): You can Tribute 1 DARK monster; reveal 3 Normal Traps from your Deck, your opponent randomly chooses 1 for you to Set on your field, and you shuffle the rest back into your Deck. You can only use this effect of "Lilith, Lady of Lament" once per turn.
(Rare)
Rating: 2 out of 5
The boost is a non-factor and the other effect is quite poor. Set it and forget it.
Tactical Masters (TAMA-EN048)
Absolute King Back Jack
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Fiend / Effect)

During your opponent's turn: You can banish this card from your Graveyard (this is a Quick Effect); excavate the top card of your Deck, and if it is a Normal Trap Card, Set it to your side of the field. Otherwise, send it to the Graveyard. That Set card can be activated during this turn. If this card is sent to the Graveyard: You can look at 3 cards from the top of your Deck, then place them on the top of the Deck in any order. You can only use each effect of "Absolute King Back Jack" once per turn.
(Rare)
Rating: 1 out of 5
Better go back, Jack and pick a better monster.
Tactical Masters (TAMA-EN039)
Geri the Runick Wings
DARK / Fusion Monster / Level 4 / ATK 0 / DEF 1000
(Beast / Fusion / Effect)

2 "Runick" monsters
Cannot be destroyed by card effects. If this card is Special Summoned from the Extra Deck: You can target 1 non-Quick-Play "Runick" Spell in your GY; add it to your hand. When this card is destroyed by battle: You can target 1 card on the field; destroy it.
(Super Rare)
Rating: 1 out of 5
Not worth wasting effects to destroy anyway, or even bringing out in the first place.
Tactical Masters (TAMA-EN038)
Munin the Runick Wings
LIGHT / Fusion Monster / Level 3 / ATK 0 / DEF 2000
(Fairy / Fusion / Effect)

2 "Runick" monsters
If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Continuous Spell from your Deck to your hand. When your opponent activates a card or effect that targets a "Runick" card(s) you control or a Set card(s) you control (Quick Effect): You can banish this card you control; negate the activation, and if you do, destroy that card. Once per turn, during the End Phase: Gain 1000 LP.
(Super Rare)
Rating: 1 out of 5
The best effect is only slightly more than Magical Android's. (#43)
Tactical Masters (TAMA-EN037)
Hugin the Runick Wings
LIGHT / Fusion Monster / Level 2 / ATK 0 / DEF 0
(Fairy / Fusion / Effect)

2 "Runick" monsters
If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Field Spell from your Deck to your hand. If another card(s) you control would be destroyed by card effect, you can banish this card you control instead. If this card on the field is destroyed by battle or card effect: Return this card to the Extra Deck.
(Ultra Rare)
Rating: 1 out of 5
Nothing for stats and nothing good to support it.
Tactical Masters (TAMA-EN036)
Runick Smiting Storm
SPELL / Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● Banish cards from the top of your opponent's Deck, up to the number of cards they control.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Smiting Storm" per turn.
(Rare)
Rating: 1 out of 5
This is the "best" one of the bunch, but it's plagued with the same side-effect.
Tactical Masters (TAMA-EN035)
Runick Golden Droplet
SPELL / Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● Your opponent draws 1 card, then you banish the top 4 cards of their Deck.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Golden Droplet" per turn.
(Super Rare)
Rating: 1 out of 5
A shame these have such a steep price to pay because the strategy could otherwise be a legit contender.
Tactical Masters (TAMA-EN034)
Runick Slumber
SPELL / Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● Target 1 face-up monster on the field; the next time that monster would be destroyed by battle or card effect this turn, it is not destroyed, also it cannot attack this turn, then (after applying this effect) banish the top 3 cards of your opponent's Deck.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Slumber" per turn.
(Rare)
Rating: 1 out of 5
We could put the Deck down for a permanent nap, and nothing of value would be lost.
Tactical Masters (TAMA-EN033)
Runick Freezing Curses
SPELL / Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then banish the top 3 cards of your opponent's Deck.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Freezing Curses" per turn.
(Super Rare)
Rating: 1 out of 5
So many better cards exist that don't cost anything.
Tactical Masters (TAMA-EN032)
Runick Dispelling
SPELL / Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, discard 1 random card from their hand, then banish the top 2 cards of their Deck.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Dispelling" per turn.
(Rare)
Rating: 1 out of 5
Let's just dispell the myth that the Deck is good right here.
Tactical Masters (TAMA-EN031)
Runick Destruction
SPELL / Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● Target 1 Spell/Trap your opponent controls; destroy it, then banish the top 4 cards of your opponent's Deck.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Destruction" per turn
(Super Rare)
Rating: 1 out of 5
These cards learned from the Elemental Lords (#26), which is a terrible look for any new Archetype.
Tactical Masters (TAMA-EN030)
Runick Flashing Fire
SPELL / Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Flashing Fire" per turn.
(Super Rare)
Rating: 1 out of 5
The opponent loses only 2 cards from the top of their Deck, which is far less than your loss next turn.
Tactical Masters (TAMA-EN029)
Runick Tip
SPELL / Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Tip" per turn.
(Ultra Rare) & (Collector's Rare)
Rating: 1 out of 5
This is what we have to look forward to for basically the rest of the new cards.
Tactical Masters (TAMA-EN028)
Runick Allure
SPELL / Quick-Play Spell
Each time a Quick-Play Spell Card activates: Banish the top card of your opponent's Deck. You can only control 1 "Runick Allure".
(Rare)
Rating: 2 out of 5
Regular Quick-Play Spells are fine, though it'll take many to leave your opponent in a bad spot with this.
Tactical Masters (TAMA-EN027)
Runick Fountain
SPELL / Field Spell
You can activate "Runick" Quick-Play Spell Cards from your hand during your opponent's turn. Once per turn, if you activate a "Runick" Quick-Play Spell Card: You can target up to 3 "Runick" Quick-Play Spells in your GY; place them on the bottom of your Deck in any order, then draw the same number of cards.
(Ultra Rare) & (Collector's Rare)
Rating: 1 out of 5
We're starting with the support, if you can really call it that.
Tactical Masters (TAMA-EN026)
Archfiend's Ghastly Glitch
TRAP / Normal Trap
If you control a Fiend monster: Target 1 card on the field; destroy it, then, you can send 1 Fiend monster from your Deck to the GY.
(Super Rare)
Rating: 2 out of 5
Less versatile than Oops! (#80), but also works similarly to Foolish Burial. (SDRL #20)
Tactical Masters (TAMA-EN025)
Labrynth Barrage
TRAP / Normal Trap
When you activate a Set Normal Trap Card, except "Labrynth Barrage": This effect becomes that Normal Trap's effect when that card is activated, also until the end of your opponent's next turn after this card resolves, your opponent takes no effect damage from your card effects.
(Super Rare)
Rating: 1 out of 5
Copying an effect isn't worth being unable to deal effect damage for basically two turns.
Tactical Masters (TAMA-EN024)
Farewelcome Labrynth
TRAP / Normal Trap
When a monster declares an attack, while you control a Fiend monster: Target 1 card on the field; negate the attack, and if you do, destroy that targeted card, then, you can Set 1 non-"Labrynth" Normal Trap from your hand or Deck.
(Rare)
Rating: 2 out of 5
Choose a card that benefits from being destroyed and this is basically free, but it's still not great.
Tactical Masters (TAMA-EN023)
Welcome Labrynth
TRAP / Normal Trap
Special Summon 1 "Labrynth" monster from your Deck, also until the end of the next turn after this card resolves, you cannot Special Summon monsters from the Deck or Extra Deck, except Fiend monsters. If a monster leaves the field by your Normal Trap effect, while this card is in your GY, except the turn it was sent there: You can Set this card. You can only use each effect of "Welcome Labrynth" once per turn.
(Ultra Rare)
Rating: 2 out of 5
Run one of the two good ones in a Fiend Deck and this isn't too bad.
Tactical Masters (TAMA-EN022)
Labrynth Set-Up
SPELL / Quick-Play Spell
Target 2 of your "Labrynth" Spells/Traps that are banished or in your GY, except "Labrynth Set-Up"; shuffle them into the Deck, then if you control a Fiend monster, you can Set non-"Labrynth" Normal Traps with different names directly from your Deck equal to the number shuffled. You can only activate 1 "Labrynth Set-Up" per turn.
(Super Rare)
Rating: 1 out of 5
Regardless of what Traps you Set, they're quite obvious and ruin the surprise factor entirely.
Tactical Masters (TAMA-EN021)
Labrynth Labyrinth
SPELL / Field Spell
If you activate a Set "Welcome Labrynth" Normal Trap, you can add this additional effect to that card's effect at resolution.
● Also after that, destroy 1 card on the field.
If you activate a non-"Labrynth" Normal Trap Card (except during the Damage Step): You can Special Summon 1 Fiend monster from your hand or GY. You can only use each effect of "Labrynth Labyrinth" once per turn.
(Super Rare) & (Collector's Rare)
Rating: 2 out of 5
The last effect makes this worthwhile as any Normal Trap will do for any Fiend.
Tactical Masters (TAMA-EN020)
Labrynth Cooclock
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Fiend / Effect)

(Quick Effect): You can discard this card; this turn, you can activate 1 Normal Trap Card that was Set this turn, if you control a "Labrynth" monster. If a card(s) is sent from your hand to the GY to activate your Normal Trap Card or your "Labrynth" card or effect, except "Labrynth Cooclock", while this card is in your GY (except during the Damage Step): You can add this card to your hand, or Special Summon it. You can only use each effect of "Labrynth Cooclock" once per turn.
(Rare)
Rating: 2 out of 5
The Deck isn't a total loss, but this only works with them, mostly while in the hand.
Tactical Masters (TAMA-EN019)
Labrynth Stovie Torbie
DARK / Effect Monster / Level 2 / ATK 0 / DEF 2000
(Fiend / Effect)

(Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; Set 1 "Labrynth" Spell/Trap from your hand or Deck. If a monster(s) leaves the field by your Normal Trap effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Labrynth Stovie Torbie" once per turn.
(Rare)
Rating: 2 out of 5
Using the effect means you're down a monster with high DEF. Much more worthwhile to Set it.
Tactical Masters (TAMA-EN018)
Labrynth Chandraglier
DARK / Effect Monster / Level 3 / ATK 1500 / DEF 0
(Fiend / Effect)

(Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; Set 1 "Labrynth" Spell/Trap from your hand or Deck. If a monster(s) leaves the field by your Normal Trap effect, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Labrynth Chandraglier" once per turn.
(Rare)
Rating: 1 out of 5
The support is likely a flop with how the members have turned out.
Tactical Masters (TAMA-EN017)
Arianna the Labrynth Servant
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 2100
(Fiend / Effect)

If this card is Normal or Special Summoned: You can add 1 "Labrynth" card from your Deck to your hand, except "Arianna the Labrynth Servant". If another monster(s) leaves the field by your Normal Trap (except during the Damage Step): You can draw 1 card, then you can apply this effect.
● From your hand, either Special Summon 1 Fiend monster, or Set 1 Spell/Trap.
You can only use 1 "Arianna the Labrynth Servant" effect per turn, and only once that turn.
(Ultra Rare) & (Collector's Rare)
Rating: 2 out of 5
The bonus effect can help, but otherwise it's the DEF.
Tactical Masters (TAMA-EN016)
Ariane the Labrynth Servant
DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1100
(Fiend / Effect)

You can send 1 Normal Trap from your hand or that's Set on your field to the GY: Special Summon 1 Level 4 or lower Fiend monster from your Deck in Defense Position, except "Ariane the Labrynth Servant". If another monster(s) leaves the field by your Normal Trap (except during the Damage Step): You can draw 1 card, then you can apply this effect.
● From your hand, either Special Summon 1 Fiend monster, or Set 1 Spell/Trap.
You can only use each effect of "Ariane the Labrynth Servant" once per turn.
(Rare)
Rating: 3 out of 5
The trend has been downward, but this led to a pretty decent monster.
Tactical Masters (TAMA-EN015)
Labrynth Archfiend
DARK / Effect Monster / Level 7 / ATK 2000 / DEF 2800
(Fiend / Effect)

Gains 400 ATK for each Normal Trap with a different name in your GY. Your opponent's monsters cannot target Fiend monsters for attacks, except "Labrynth Archfiend". You can only use each of the following effects of "Labrynth Archfiend" once per turn. If a Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Set 1 Normal Trap from your Deck that can only be activated when an attack is declared.
(Rare)
Rating: 1 out of 5
Could be an evolved form Uria (#1), but it's pretty much worse.
Tactical Masters (TAMA-EN014)
Lovely Labrynth of the Silver Castle
DARK / Effect Monster / Level 8 / ATK 2900 / DEF 1900
(Fiend / Effect)

Your opponent cannot activate monster effects in response to the activation of your Normal Trap Cards. You can only use each of the following effects of "Lovely Labrynth of the Silver Castle" once per turn. You can target 1 Normal Trap in your GY; Set it to your field, but it cannot be activated unless you control a Fiend monster. If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can destroy 1 card in your opponent's hand (at random) or their field.
(Ultra Rare) & (Collector's Rare)
Rating: 1 out of 5
Lovely is being used sarcastically as it's the total opposite.
Tactical Masters (TAMA-EN013)
Vaylantz World - Koing Wissen
SPELL / Field Spell
When this card is activated: Place 1 "Vaylantz" Field Spell from your Deck face-up in your opponent's Field Zone, except "Vaylantz World - Konig Wissen". If there are 2 cards in the Field Zones: The turn player can target 1 Effect Monster in the opponent's Main Monster Zone, in the same column as one of the monsters they control; they place that opponent's monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card.) The turn player can only use this effect of "Vaylantz World - Konig Wissen" once per turn.
(Super Rare)
Rating: 1 out of 5
If the Field Spells were any good, you wouldn't be giving them to your opponent.
Tactical Masters (TAMA-EN012)
Vaylantz World - Shinra Bansho
SPELL / Field Spell
When this card is activated: Place 1 "Vaylantz" Field Spell from your Deck face-up in your opponent's Field Zone, except "Vaylantz World - Shinra Bansho". If there are 2 cards in the Field Zones: The turn player can target 1 Monster Card in their own Spell & Trap Zone; they Special Summon that card to their own Main Monster Zone in its same column. The turn player can only use this effect of "Vaylantz World - Shinra Bansho" once per turn.
(Super Rare)
Rating: 1 out of 5
Mostly a variant of Pendulum Switch (#0) or Pendulum Transfer. (KICO #22)
Tactical Masters (TAMA-EN011)
Vaylantz Wars - The Place of Beginning
SPELL / Normal Spell
Add 1 "Vaylantz" Field Spell from your Deck to your hand, then you can apply the following effect.
● Destroy 1 Pendulum Monster Card you control, and if you do, add 1 "Senet Switch" from your Deck to your hand.
If this card is in your GY, except the turn it was sent there: You can banish this card; place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck in your Pendulum Zone. You can only use each effect of "Vaylantz Wars - The Place of Beginning" once per turn.
(Ultra Rare) & (Collector's Rare)
Rating: 1 out of 5
Senet Switch (#48) is mostly a forgotten card, and for good reason.
Tactical Masters (TAMA-EN010)
Vaylantz Genesis Grand Duke
FIRE / Pendulum Monster / Level 10 / ATK 2500 / DEF 2500 / Scale 10 and Scale 10
Pendulum Text
You can activate 1 of these effects;

● Special Summon this card to your Main Monster Zone in its same column.
● Move 1 monster in your Main Monster Zone to an adjacent (horizontal) Monster Zone.
You can only use this effect of "Vaylantz Genesis Grand Duke" once per turn.
(Machine / Fusion / Pendulum / Effect)
2 "Vaylantz" monsters
This face-down card in the Extra Deck must first be either Fusion Summoned, or Special Summoned by Tributing 1 Level 5 or higher non-Fusion "Vaylantz" monster in the same column as the Extra Monster Zone. If this card is Special Summoned: You can target 1 Monster Card in your opponent's Spell & Trap Zone; return it to the hand, and if you do, inflict damage to your opponent equal to its ATK, then, this card gains ATK equal to half the damage inflicted.
(Super Rare)
Rating: 1 out of 5
10 isn't their lucky number and their stats have only gotten weaker.
Tactical Masters (TAMA-EN009)
Mamonaka the Vaylantz United
WATER / Pendulum Monster / Level 10 / ATK 2800 / DEF 2800 / Scale 10 and Scale 10
Pendulum Text
You can activate 1 of these effects;
● Special Summon this card to your Main Monster Zone in its same column.
● Move 1 monster in your Main Monster Zone to an adjacent (horizontal) Monster Zone.
You can only use this effect of "Mamonaka the Vaylantz United" once per turn.
(Spellcaster / Fusion / Pendulum / Effect)
3 "Vaylantz" monsters
During the Main Phase (Quick Effect): You can target 1 Effect Monster in your opponent's Main Monster Zone; place that opponent's monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card, and if it is a Monster Card, your opponent loses LP equal to its ATK). You can only use this effect of "Mamonaka the Vaylantz United" once per turn. If this Special Summoned card you control is destroyed by your opponent's card effect: You can place this card in your Pendulum Zone.
(Ultra Rare)
Rating: 1 out of 5
United and divided they fall. They had a minor thing going until now.
Tactical Masters (TAMA-EN008)
Vaylantz Dominator Duke
FIRE / Pendulum Monster / Level 8 / ATK 2000 / DEF 2000 / Scale 1 and Scale 1
Pendulum Text
If "Vaylantz World - Konig Wissen" is in a Field Zone or if you control a FIRE "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Vaylantz Dominator Duke" once per turn.
(Machine / Pendulum / Effect)
You can target 1 Set card in the Spell & Trap Zone; that Set card cannot be activated this turn (even if this card leaves the field). If this card in the Monster Zone moves to another Monster Zone: You can target 1 face-up monster in your opponent's Main Monster Zone; take control of that face-up monster, but it cannot declare an attack nor activate its effects, also it is treated as a "Vaylantz" monster. You can only use each effect of "Vaylantz Dominator Duke" once per turn.
(Rare)
Rating: 2 out of 5
It can steal monsters, but only after moving Main Monster Zones and your steal isn't much in the end.
Tactical Masters (TAMA-EN007)
Vaylantz Mad Marquess
FIRE / Pendulum Monster / Level 6 / ATK 1700 / DEF 1700 / Scale 1 and Scale 1
Pendulum Text
If "Vaylantz World - Konig Wissen" is in a Field Zone or if you control a FIRE "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Vaylantz Mad Marquess" once per turn.
(Machine / Pendulum / Effect)
During your Main Phase: You can roll a six-sided die, excavate that many cards from the top of your Deck (or as many as you can), and if you do, you can add 1 excavated "Vaylantz" card to your hand, also shuffle the rest into the Deck. If this card in the Monster Zone moves to another Monster Zone: You can roll a six-sided die, and if you roll a 2, 3, 4, or 5, Special Summon 1 Monster Card from your Spell & Trap Zone to your Main Monster Zone in its same column. You can only use each effect of "Vaylantz Mad Marquess" once per turn.
(Rare)
Rating: 2 out of 5
This guy's Monster Text is like the old school Archfiends (#70), minus the cost to stay on the field.
Tactical Masters (TAMA-EN006)
Vaylantz Voltage Viscount
FIRE / Pendulum Monster / Level 4 / ATK 1400 / DEF 1400 / Scale 1 and Scale 1
Pendulum Text
During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Vaylantz Voltage Viscount" once per turn.
(Machine / Pendulum / Effect)
During your Main Phase, if you control this Special Summoned card: You can place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck, face-up in your Spell & Trap Zone as a Continuous Spell. If this card in the Monster Zone moves to another Monster Zone: You can place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck in your Pendulum Zone. You can only use each effect of "Vaylantz Voltage Viscount" once per turn.
(Rare)
Rating: 2 out of 5
I don't get the sudden change when they otherwise seem exactly the same as the first batch.
Tactical Masters (TAMA-EN005)
Vaylantz Buster Baron
FIRE / Pendulum Monster / Level 2 / ATK 800 / DEF 800 / Scale 1 and Scale 1
Pendulum Text
During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Vaylantz Buster Baron" once per turn.
(Machine / Pendulum / Effect)
If you control this Special Summoned card: You can target 1 other "Vaylantz" monster in your Main Monster Zone; move that monster you control to an adjacent (horizontal) Monster Zone. If this card in the Monster Zone moves to another Monster Zone: You can target 1 card in either player's Pendulum Zone; place it face-up in its adjacent Spell & Trap Zone as a Continuous Spell. You can only use each effect of "Vaylantz Buster Baron" once per turn.
(Super Rare)
Rating: 2 out of 5
A few properties changed, but not enough of them.
Tactical Masters (TAMA-EN004)
Hojo the Vaylantz Warrior
WATER / Pendulum Monster / Level 8 / ATK 1900 / DEF 1900 / Scale 1 and Scale 1
Pendulum Text
If "Vaylantz World - Shinra Bansho" is in a Field Zone or if you control a WATER "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Hojo the Vaylantz Warrior" once per turn.
(Spellcaster / Pendulum / Effect)
You can target 1 face-up card in either Spell & Trap Zone; return it to the hand. If this card in the Monster Zone moves to another Monster Zone (except during the Damage Step): You can Fusion Summon 1 "Vaylantz" Fusion Monster from your Extra Deck, using monsters from your hand, field, and/or Pendulum Zones. You can only use each effect of "Hojo the Vaylantz Warrior" once per turn.
(Super Rare)
Rating: 2 out of 5
Since all of them seem to have a Scale of 1, they'd need to have pretty bad effects to get less than a 2.
Tactical Masters (TAMA-EN003)
Nazuki the Vaylantz Ninja
WATER / Pendulum Monster / Level 6 / ATK 1800 / DEF 1800 / Scale 1 and Scale 1
Pendulum Text
If "Vaylantz World - Shinra Bansho" is in a Field Zone or if you control a WATER "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Nazuki the Vaylantz Ninja" once per turn.
(Spellcaster / Pendulum / Effect)
You can target 1 other monster in either Main Monster Zone; move that monster to an adjacent (horizontal) Monster Zone. If this card in the Monster Zone moves to another Monster Zone: You can target 1 "Vaylantz" Monster Card in your Spell & Trap Zone; Special Summon it to your Main Monster Zone in its same column. You can only use each effect of "Nazuki the Vaylantz Ninja" once per turn.
(Rare)
Rating: 2 out of 5
Tactics? Um we have a low Pendulum Scale.
Tactical Masters (TAMA-EN002)
Saion the Vaylantz Archer
WATER / Pendulum Monster / Level 4 / ATK 1100 / DEF 1100 / Scale 1 and Scale 1
Pendulum Text
During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Saion the Vaylantz Archer" once per turn.
(Spellcaster / Pendulum / Effect)
If you control this Special Summoned card: You can target 1 Effect Monster on the field; toss a coin and if the result is heads, negate its effects, or if the result is tails, halve its ATK. If this card in the Monster Zone moves to another Monster Zone: You can target 1 card on the field; toss a coin and if the result is heads, destroy it, or if the result is tails, return it to the hand. You can only use each effect of "Saion the Vaylantz Archer" once per turn.
(Rare)
Rating: 2 out of 5
They're going the Arcana Force (#16) route with the stats, and in this case the Monster Text.
Tactical Masters (TAMA-EN001)
Shinonome the Vaylantz Priestess
WATER / Pendulum Monster / Level 2 / ATK 500 / DEF 500 / Scale 1 and Scale 1
Pendulum Text
During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Shinonome the Vaylantz Priestess" once per turn.
(Spellcaster / Pendulum / Effect)
During your Main Phase, if you control this Special Summoned card: You can add 1 "Vaylantz" Spell from your Deck to your hand. If this card in the Monster Zone moves to another Monster Zone: You can add 1 "Vaylantz" monster from your Deck to your hand, except "Shinonome the Vaylantz Priestess". You can only use each effect of "Shinonome the Vaylantz Priestess" once per turn.
(Ultra Rare)
Rating: 2 out of 5
Nearly a total write-off if not for the Pendulum Scale.