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Multi Rarity Partial Card Ratings (Page 7)
1.
Only new cards and those with
updated text
that changes how they work are included below. 2. VASM-EN info: https://yugipedia.com/wiki/Valiant_Smashers 3. MZMI-EN info: https://yugipedia.com/wiki/Maze_of_Millennia |
Maze of
Millennia
(MZMI-EN051) Hundred-Eyes Dragon DARK / Synchro Monster / Level 8 / ATK 3000 / DEF 2500 (Dragon / Synchro / Effect) 1 DARK Tuner + 1+ non-Tuner Fiend monsters Once per turn: You can banish 1 Level 6 or lower DARK Effect Monster from your GY; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. If this card is destroyed and sent to the GY: Add 1 "Earthbound Immortal" monster from your Deck to your hand. (Rare) |
Rating: 2 out of 5 It supports Earthbound Immortals (#25), but doesn't really do much with them or for the requirements. |
Maze of
Millennia
(MZMI-EN039) Code Hack TRAP / Continuous Trap Cyberse Link Monsters you control cannot be destroyed by your opponent's card effects. Once per turn, during the Battle Step, if your monster battles an opponent's monster: You can activate this effect; that opponent's monster's ATK becomes 0 until the end of this turn, also for that battle, monsters cannot be destroyed by battle and neither player takes battle damage. That opponent's monster must be face-up on the field to activate and to resolve this effect. When your opponent activates a card or effect during a Damage Step that your "Code Talker" monster is attacking in: You can banish this card from your GY; negate the activation, and if you do, your attacking monster gains 700 ATK. (Rare) |
Rating: 1 out of 5 Cyberse Links (DUPO #106) are mostly useless and Reptilianne Medusa (#21) can use much of this effect. |
Maze of
Millennia
(MZMI-EN038) Transaction Rollback TRAP / Normal Trap Pay half your LP, then target 1 Normal Trap in your opponent's GY, except "Transaction Rollback"; this effect becomes that card's activation effect. You can banish this card from your GY and pay half your LP, then target 1 Normal Trap in your GY, except "Transaction Rollback"; this effect becomes that card's activation effect. You can only use 1 "Transaction Rollback" effect per turn, and only once that turn. (Ultra Rare) & (Collector's Rare) |
Rating: 0 out of 5 Dinomorphias (#39) got to Fake Feather (#70) apparently. |
Maze of
Millennia
(MZMI-EN037) Drastic Draw SPELL / Normal Spell Banish all monsters you control (min. 2); draw 3 cards. You cannot Normal or Special Summon the turn you activate this card, except Cyberse monsters. You can only activate 1 "Drastic Draw" per turn. (Ultra Rare) & (Collector's Rare) |
Rating: 1 out of 5 Card of Sanctity (#37) is back for the Link era. |
Maze of
Millennia
(MZMI-EN036) Phoenix Gearblade SPELL / Equip Spell Equip only to a Warrior or FIRE monster. It gains 300 ATK. At the end of the Damage Step, if the equipped monster attacked: You can send this card to the GY; during this Battle Phase, each of your Warrior monsters and FIRE monsters can make a second attack. If this card is sent to the GY, or banished, to activate a monster effect: You can add this card to your hand. You can only use this effect of "Phoenix Gearblade" once per turn. (Super Rare) |
Rating: 2 out of 5 Looks like an early Equip Card (#97), but Warriors (SD5 #1) and FIRE (SD3 #6) monsters get extra attacks. |
Maze of
Millennia
(MZMI-EN035) Harmonic Synchro Fusion SPELL / Equip Spell Send 1 Tuner and 1 non-Tuner from your face-up field to the GY; Special Summon both of the following monsters from your Extra Deck. ● 1 Synchro Monster that could be Synchro Summoned using just those 2 monsters in the GY as material. ● 1 Fusion Monster that could be Fusion Summoned using just those 2 monsters in the GY as material. You cannot Special Summon from the Extra Deck the turn you activate this card, except Fusion or Synchro Monsters. You can only activate 1 "Harmonic Synchro Fusion" per turn. (Ultra Rare) & (Collector's Rare) |
Rating: 2 out of 5 A variant of Miracle Synchro Fusion (#57) perhaps, but it's much harder to resolve. |
Maze of
Millennia
(MZMI-EN034) Earthbound Prison SPELL / Field Spell When this card is activated: You can target 1 Effect Monster your opponent controls; this card gains this effect. ● While this card is in the Field Zone, negate the effects of that face-up Effect Monster while it is on the field. During your Main Phase, you can Normal Summon 1 "Earthbound" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card in your possession is destroyed by an opponent's card effect, and you have an "Earthbound" monster in your field or GY: Halve your opponent's LP, and if you do, negate the effects of all face-up cards your opponent currently controls, until the end of this turn. (Super Rare) |
Rating: 3 out of 5 The bulleted effect is quite bad so stick to what's underneath it. Probably their best Field Spell to date. |
Maze of
Millennia
(MZMI-EN033) Earthbound Servcant Geo Gryphon DARK / Synchro Monster / Level 8 / ATK 2500 / DEF 1500 (Fiend / Synchro / Effect) 1 DARK Tuner + 1+ non-Tuner monsters (Quick Effect): You can Special Summon 1 "Earthbound" monster from your GY in Defense Position, except "Earthbound Servant Geo Gryphon", also you cannot Special Summon from the Extra Deck for the rest of this turn, except Fusion or Synchro Monsters. If this card in its owner's possession is destroyed by an opponent's card: You can destroy 1 card on the field, then inflict 300 damage to your opponent for each "Earthbound" monster with a different name in your field and GY. You can only use each effect of "Earthbound Servant Geo Gryphon" once per turn. (Super Rare) |
Rating: 2 out of 5 Better than Gremlin, but literally not by much. |
Maze of
Millennia
(MZMI-EN032) Earthbound Servcant Geo Gremlin DARK / Synchro Monster / Level 6 / ATK 2000 / DEF 1000 (Fiend / Synchro / Effect) 1 DARK Tuner + 1+ non-Tuner monsters During the Main Phase (Quick Effect): You can target 1 face-up monster your opponent controls; your opponent chooses 1 of these effects for you to apply. ● Destroy that monster. ● Gain LP equal to that monster's ATK. During the Battle Phase (Quick Effect): You can Fusion Summon 1 "Earthbound" Fusion Monster from your Extra Deck, by banishing its materials from your hand, field, and/or GY. You can only use each effect of "Earthbound Servant Geo Gremlin" once per turn. (Rare) |
Rating: 1 out of 5 Weak, your opponent makes the bulleted choice for you and otherwise it's a bad way to Fusion Summon. |
Maze of
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(MZMI-EN031) Earthbound Servcant Geo Grasha DARK / Fusion Monster / Level 10 / ATK 3000 / DEF 1800 (Fiend / Fusion / Effect) 1 "Earthbound" Fusion Monster + 1 "Earthbound" Synchro Monster Must be Fusion Summoned. At the start of the Damage Step, if this card battles a monster: Change that monster's ATK/DEF to 0. If a monster(s) in your opponent's possession is destroyed by battle or card effect: You can destroy all cards your opponent controls. You can only use this effect of "Earthbound Servant Geo Grasha" once per turn. If this face-up card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 "Earthbound" monster from your Deck or Extra Deck. (Super Rare) & (Collector's Rare) |
Rating: 2 out of 5 Difficult to Summon and copies Medusa (#21) poorly, but there's barely enough for a 2. |
Maze of
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(MZMI-EN030) Earthbound Servcant Geo Kraken DARK / Fusion Monster / Level 8 / ATK 2800 / DEF 1200 (Fiend / Fusion / Effect) 2 "Earthbound" monsters If this card is Special Summoned: You can add 1 Field Spell from your Deck or GY to your hand. If a monster(s) is Special Summoned from your opponent's Extra Deck (except during the Damage Step): You can destroy as many monsters your opponent controls as possible that were Special Summoned this turn, and if you do, inflict 800 damage to your opponent for each monster destroyed. You can only use each effect of "Earthbound Servant Geo Kraken" once per turn. (Rare) |
Rating: 2 out of 5 A more permanent Aslla piscu, but also more work. |
Maze of
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(MZMI-EN029) Earthbound Prisoner Line Walker DARK / Effect Monster / Level 3 / ATK 800 / DEF 1100 (Fiend / Tuner / Effect) If this card is Normal or Special Summoned: You can add 1 "Earthbound Prison" or "Harmonic Synchro Fusion" from your Deck or GY to your hand. If you control a Level 6 or higher "Earthbound" monster: You can banish this card from your GY, then target 1 Effect Monster your opponent controls that was Special Summoned from the Extra Deck; shuffle that face-up Effect Monster into the Deck, then your opponent can Special Summon 1 monster with the same name from their Extra Deck. You can only use each effect of "Earthbound Prisoner Line Walker" once per turn. (Rare) |
Rating: 1 out of 5 We were better off with the Earthbound Immortals (#20) themselves. |
Maze of
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(MZMI-EN028) Earthbound Prisoner Stone Sweeper DARK / Effect Monster / Level 5 / ATK 1600 / DEF 1600 (Fiend / Effect) If there is a card in a Field Zone, you can Special Summon this card (from your hand). You can only Special Summon "Earthbound Prisoner Stone Sweeper" once per turn this way. You can discard this card; add 1 Level 3 or lower Fiend Tuner from your Deck to your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Fusion or Synchro Monsters. You can only use this effect of "Earthbound Prisoner Stone Sweeper" once per turn. (Super Rare) |
Rating: 1 out of 5 Just like Inti and Quilla, these two are not suited for the field, together or alone. |
Maze of
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(MZMI-EN027) Earthbound Prisoner Ground Keeper DARK / Effect Monster / Level 1 / ATK 300 / DEF 300 (Fiend / Tuner / Effect) If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 or lower "Earthbound" monster from your Deck or GY, except "Earthbound Prisoner Ground Keeper", also you cannot Special Summon from the Extra Deck for the rest of this turn, except Fusion or Synchro Monsters. You can only use this effect of "Earthbound Prisoner Ground Keeper" once per turn. "Earthbound" monsters you control cannot be destroyed by battle or card effects while there is a card in a Field Zone. (Rare) |
Rating: 1 out of 5 Can't really hold ground with those dismal stats and pretty bad effects. |
Maze of
Millennia
(MZMI-EN026) Ring Announcer SPELL / Normal Spell (This card is always treated as a "Battlin' Boxing" card.) Special Summon 1 "Battlin' Boxer" monster from your hand, then you can destroy Spells/Traps on the field, up to the number of Xyz Monsters you control. You can only activate 1 "Ring Announcer" per turn. (Rare) |
Rating: 1 out of 5 Some sort of crappy Battlin' Boxer (#19) remake of R - Righteous Justice. |
Maze of
Millennia
(MZMI-EN025) Armored Xyz SPELL / Normal Spell Target 1 face-up monster you control and 1 Xyz Monster in your GY; equip that monster from your GY to that monster on the field as an Equip Spell with these effects. ● Change the equipped monster's ATK to this card's ATK. ● The equipped monster gains this card's Attribute. ● At the end of the Damage Step, if the equipped monster attacked: You can send this card to the GY; that attacking monster can make a second attack in a row. (Super Rare) & (Collector's Rare) |
Rating: 1 out of 5 Armored only for a very short time. Abou as bad as the Xyz Monsters that allow it with themselves. |
Maze of
Millennia
(MZMI-EN024) Photon Delta Wing LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 900 (Machine / Effect) If this card is Normal Summoned: You can Special Summon 1 "Photon Delta Wing" from your hand or Deck in Defense Position, also you cannot Special Summon for the rest of this turn, except LIGHT monsters. Your opponent cannot declare an attack while you control another "Photon Delta Wing". (Ultra Rare) & (Collector's Rare) |
Rating: 4 out of 5 The much better version of the Watt Lock. (#27) |
Maze of
Millennia
(MZMI-EN023) Number 1: Infection Buzzking DARK / Xyz Monster / Rank 8 / ATK 3000 / DEF 2500 (Fiend / Xyz / Effect) 2+ Level 8 monsters Once per turn, during your Standby Phase: You can attach 1 card from your opponent's GY to this card as material. You can only use each of the following effects of "Number 1: Infection Buzzking" once per turn. If this card is Xyz Summoned: You can look at your opponent's Extra Deck and send 1 card from it to the GY. You can detach 1 material from this card, then target 1 card your opponent controls; destroy it, then if you destroyed a face-up monster, inflict damage to your opponent equal to half the ATK it had on the field. (Ultra Rare) & (Collector's Rare) |
Rating: 2 out of 5 The effects essentially loop, but don't do a whole lot for a Rank 8. |
Maze of
Millennia
(MZMI-EN022) Earthbound Release TRAP / Normal Trap When a Level 6 or higher monster(s) is Normal or Special Summoned: Tribute 1 Level 10 "Earthbound" monster; destroy as many monsters your opponent controls as possible, and if you do, inflict damage to your opponent equal to the combined original ATK of those destroyed monster(s). (Rare) |
Rating: 2 out of 5 At least the loss of the Level 10 is for likely high damage. |
Maze of
Millennia
(MZMI-EN021) Totem Pole TRAP / Continuous Trap Your opponent cannot target Rock monsters you control with 0 original ATK, with card effects. Once per battle, when an opponent's monster declares an attack: You can negate that attack, and if you do, place 1 counter on this card. If this card has 3 counters, send it to the GY. If you have 3 or more Rock monsters in your GY with 0 ATK and different names from each other: You can banish this card from your GY; any effect damage your opponent takes this turn is doubled. (Rare) |
Rating: 1 out of 5 That practically limits it to the ones here and Crystal Skull (BLCR #22). |
Maze of
Millennia
(MZMI-EN020) Triangle O SPELL / Normal Spell If you control "Crystal Skull", "Ashoka Pillar", and "Cabrera Stone": Destroy all cards on the field, also for the rest of this turn, your opponent takes any effect damage you would have taken instead. You can banish this card from your GY, then target 1 each of "Crystal Skull", "Ashoka Pillar", and "Cabrera Stone" in your GY; shuffle them into the Deck, then draw 3 cards. You can only use 1 "Triangle O" effect per turn, and only once that turn. (Rare) |
Rating: 1 out of 5 The Ojama Delta Hurricane of the Deck with relience on the effect damage being deflected. |
Maze of
Millennia
(MZMI-EN019) Cabrera Stone EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0 (Rock / Effect) If this card is Summoned: You can add 1 "Triangle O" from your Deck to your hand, then if this card is in Attack Position, change it to Defense Position. You can only use this effect of "Cabrera Stone" once per turn. If this card is destroyed by battle or card effect: Take 1000 damage. (Rare) |
Rating: 1 out of 5 Stones this bad belong underwater. |
Maze of
Millennia
(MZMI-EN018) Ashoka Pillar EARTH / Effect Monster / Level 3 / ATK 0 / DEF 2200 (Rock / Effect) If this card is Summoned: You can add 1 Equip Spell from your Deck to your hand, then if this card is in Attack Position, change it to Defense Position. You can only use this effect of "Ashoka Pillar" once per turn. If this card is destroyed by battle or card effect: Take 2000 damage. (Super Rare) |
Rating: 1 out of 5 The Deck should be kept far away from Duels unless you want to lose. |
Maze of
Millennia
(MZMI-EN017) Combat Wheel EARTH / Synchro Monster / Level 6 / ATK 2500 / DEF 1200 (Machine / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters The first time this card would be destroyed by an opponent's card effect each turn, it is not destroyed. Once per turn, during your opponent's Battle Phase (Quick Effect): You can discard 1 card; this card gains ATK equal to half the total ATK of all other monsters you currently control, then place 1 counter on this card, also for the rest of this turn, your opponent's monsters cannot target monsters for attacks, except this one. If this card with a counter is destroyed by battle: Destroy all monsters you control. (Rare) |
Rating: 1 out of 5 Hardly combat-ready when you lose everything if the effect is applied and it loses a battle. |
Maze of
Millennia
(MZMI-EN016) Bonfire SPELL / Normal Spell Add 1 Level 4 or lower Pyro monster from your Deck to your hand. You can only activate 1 "Bonfire" per turn. (Ultra Rare) |
Rating: 2 out of 5 Pyro Decks get their own ROTA (#32), but it's too restrained over the original found in Warrior Decks. SD5 #3) |
Maze of
Millennia
(MZMI-EN015) Arcana Force XV - The Fiend LIGHT / Effect Monster / Level 7 / ATK 2500 / DEF 2500 (Fairy / Effect) You can discard this card; add 1 "Light Barrier" from your Deck or GY to your hand. If this card is Summoned: Toss a coin and this card gains the appropriate effect. ● Heads: When an attack is declared involving this card: You can target 1 monster on the field; destroy it, and if you do, inflict 500 damage to its controller. ● Tails: If an attack is declared involving this card: Destroy all monsters on the field. (Super Rare) |
Rating: 2 out of 5 Helped defeat Aster Phoenix, but it lacks much of the same potency. |
Maze of
Millennia
(MZMI-EN014) Clorless, Chaos King of Dark World DARK / Fusion Monster / Level 12 / ATK ? / DEF ? (Fiend / Fusion / Effect) "Reign-Beaux, Overlord of Dark World" + 2+ Fiend monsters If this card is Fusion Summoned: You can destroy all cards your opponent controls. This card's original ATK/DEF each become the number of materials used for its Summon x 1000. Once per turn (Quick Effect): You can target 1 face-up card you control; discard 1 card, also your opponent cannot target that face-up card with card effects for the rest of this turn. (Super Rare) |
Rating: 3 out of 5 Those with undefined stats are mostly very poor, but this is the most potent of any member. (#22) |
Maze of
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(MZMI-EN013) Horned Saurus DARK / Fusion Monster / Level 6 / ATK 2000 / DEF 1800 (Dinosaur / Fusion / Effect) "Kaitoptera" + 1 Dinosaur or Dragon monster This card can attack directly the turn it is Special Summoned. You can only use each of the following effects of "Horned Saurus" once per turn. If this card is Fusion Summoned: You can place 1 Field Spell from your Deck or GY face-up in your Field Zone. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Dinosaur or Dragon monster. (Rare) |
Rating: 2 out of 5 Pretty poor as far as Fusion Monsters go as it's just barely getting the 2. |
Maze of
Millennia
(MZMI-EN012) Kaitoptera WIND / Effect Monster / Level 4 / ATK 1400 / DEF 1000 (Dinosaur / Effect) If your opponent controls 2 or more face-up monsters, except WIND monsters, those monsters cannot target this card for attacks. You can only use each of the following effects of "Kaitoptera" once per turn. During your Main Phase: You can add 1 "Polymerization" from your Deck to your hand. If this card is banished: You can Special Summon it, then you can add 1 "Polymerization" from your GY to your hand. (Super Rare) |
Rating: 2 out of 5 The effects were never played in the anime, but it's a tad better than Woodsman in a sense. |
Maze of
Millennia
(MZMI-EN011) Eye of Illusion SPELL / Quick-Play Spell If you control an Illusion or Spellcaster monster: Activate 1 of these effects; ● Your Illusion and Spellcaster monsters cannot be destroyed by battle this turn. ● During your opponent's turn: Target 1 face-up monster your opponent controls; take control of it until the End Phase. ● When an opponent's monster declares an attack: Target 1 face-up monster your opponent controls, except the attacking monster; change the attack target to it and perform damage calculation. (Ultra Rare) & (Collector's Rare) |
Rating: 2 out of 5 Won't be able to do much with the affected monster(s), but it's better than it was in the anime at least. |
Maze of
Millennia
(MZMI-EN010) Flame Swordsdance TRAP / Normal Trap If a monster(s) is Special Summoned: Special Summon 1 Level 7 or lower Fusion Monster from your Extra Deck that is "Flame Swordsman" or mentions it, then you can change 1 face-up monster on the field to face-down Defense Position. During your opponent's Battle Phase: You can banish this card from your GY and Tribute 1 face-down Defense Position monster; Special Summon 1 "Flame Swordsman" or 1 monster that mentions it from your Deck or Extra Deck. You can only use this effect of "Flame Swordsdance" once per turn. (Rare) |
Rating: 1 out of 5 It's to avoid all the embers falling off its "Flaming Sword of Battle". |
Maze of
Millennia
(MZMI-EN009) Salamandra with Chain TRAP / Normal Trap Target 1 FIRE monster on the field; equip this card to it as an Equip Card that gives it 700 ATK, then you can change 1 Effect Monster on the field to face-down Defense Position. You can banish this card from your GY; Fusion Summon 1 FIRE Warrior or Dragon Fusion Monster from your Extra Deck, by shuffling its materials from your hand, field, and/or GY into the Deck, but destroy it during the End Phase. You can only use this effect of "Salamandra with Chain" once per turn. (Rare) |
Rating: 1 out of 5 A lesson not to combine Salamandra with anything as it ruins any results generated. |
Maze of
Millennia
(MZMI-EN008) Fighting Flame Sword SPELL / Quick-Play Spell Activate 1 of these effects; ● Add 1 card from your Deck to your hand that mentions "Flame Swordsman", except "Fighting Flame Sword". ● When an attack is declared involving a FIRE Warrior monster you control: You can target 1 card on the field; destroy it. ● When your opponent activates a card or effect that targets "Flame Swordsman", or a monster(s) that mentions it, that you control: Negate that effect. You can only activate 1 "Fighting Flame Sword" per turn. (Ultra Rare) |
Rating: 2 out of 5 The sword is barely lit, but has two viable options at least. |
Maze of
Millennia
(MZMI-EN007) Salamandra Fusion SPELL / Equip Spell Equip only to a FIRE Warrior monster. It gains 700 ATK. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead. While this card is equipped to a Fusion Monster you control: You can send this card and the equipped monster to the GY, and if you do, Special Summon 1 "Flame Swordsman" or 1 Fusion Monster that mentions it from your Extra Deck. (This is treated as a Fusion Summon.) You can only use this effect of "Salamandra Fusion" once per turn. (Rare) |
Rating: 1 out of 5 Literally a fusion of Salamandra and Instant Fusion. (#40) |
Maze of
Millennia
(MZMI-EN006) Flame Swordsrealm SPELL / Continuous Spell Your opponent cannot activate cards or effects when you Normal Summon a FIRE Warrior monster. Once per turn: You can send 1 monster from your hand or face-up field to the GY; Special Summon 1 "Flame Swordsman" from your Extra Deck. (This is treated as a Fusion Summon.) Once per turn, when a monster declares an attack: You can target 1 Warrior monster you control; until the end of this turn, it loses exactly 1000 ATK, but all other monsters you currently control gain 1000 ATK. (Super Rare) |
Rating: 2 out of 5 More generic than the other cards, but it's mostly a glorified and specific Instant Fusion. |
Maze of
Millennia
(MZMI-EN005) Fighting Flame Dragon FIRE / Fusion Monster / Level 5 / ATK 1700 / DEF 1600 (Dragon / Fusion / Effect) 1 Dragon monster + 1 FIRE Warrior monster Except during the Damage Step (Quick Effect): You can target 1 Warrior Fusion Monster you control; equip this card from your field or GY to that monster you control as an Equip Spell. You can only use this effect of "Fighting Flame Dragon" once per turn. While this card is equipped to "Flame Swordsman" or a monster that mentions it, the equipped monster gains 700 ATK and can make a second attack during each Battle Phase. (Rare) |
Rating: 1 out of 5 There's hardly any fight in this dragon at all and it doesn't give much to the other monster either. |
Maze of
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(MZMI-EN004) Ultimate Flame Swordsman FIRE / Fusion Monster / Level 8 / ATK 2800 / DEF 1600 (Warrior / Fusion / Effect) "Flame Swordsman" + "Fighting Flame Dragon" You can target 1 monster your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. This is a Quick Effect if this card is equipped with an Equip Card. At the start of the Damage Step, if this card battles: You can double this card's ATK until the end of this turn, but if you do, destroy it during the End Phase of this turn. You can only use each effect of "Ultimate Flame Swordsman" once per turn. (Super Rare) & (Collector's Rare) |
Rating: 1 out of 5 Joey will remain the underdog with these cards. |
Maze of
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(MZMI-EN003) Mirage Swordsman FIRE / Effect Monster / Level 8 / ATK 2800 / DEF 2000 (Warrior / Effect) If a face-up FIRE Fusion Monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your GY (if it was there when the monster was destroyed) or hand (even if not). At the start of the Damage Step, if this card battles an opponent's monster: You can destroy both battling monsters. If this card is destroyed by battle or another card's effect: You can Special Summon 1 Level 7 or lower monster that is "Flame Swordsman" or mentions it, from your Deck or Extra Deck. You can only use each effect of "Mirage Swordsman" once per turn. (Rare) |
Rating: 1 out of 5 Just like the original (#18), it generally only lasts one turn and there's no redeeming qualities. |
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(MZMI-EN002) Salamandra, the Flying Flame Swordsman FIRE / Effect Monster / Level 2 / ATK 700 / DEF 1600 (Dragon / Effect) While this card is equipped to "Flame Swordsman" or a monster that mentions it, the equipped monster gains 700 ATK. You can only use each of the following effects of "Salamandra, the Flying Flame Dragon" once per turn. If this card is in your hand or GY: You can target 1 Warrior monster you control; equip this card to that monster you control as an Equip Spell. If this card is sent to the GY: You can add 1 "Salamandra" Spell/Trap from your Deck to your hand. (Super Rare) |
Rating: 1 out of 5 Why do we need this when it already mentions the better Equip Card, or we have more generic ones? |
Maze of
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(MZMI-EN001) Fighting Flame Swordsman FIRE / Effect Monster / Level 4 / ATK 1800 / DEF 1600 (Warrior / Effect) f this card is Normal or Special Summoned: You can add 1 Spell/Trap that mentions "Flame Swordsman" from your Deck to your hand. If this card is sent to the GY: You can send 1 "Flame Swordsman" or 1 monster that mentions it from your Deck or Extra Deck to the GY, except "Fighting Flame Swordsman". You can only use each effect of "Fighting Flame Swordsman" once per turn. (Ultra Rare) & (Collector's Rare) |
Rating: 3 out of 5 You won't be needing any of them as they're so limited and this is a decent monster as is. |
Valiant
Smashers
(VASM-EN040) Vaalmonica Chosen Melody TRAP / Normal Trap Apply 1 of these effects. You must control a "Vaalmonica" Monster Card to activate and to resolve this effect. If you control a "Vaalmonica" Link Monster, you can apply both effects in sequence. ● Gain 500 LP, also for the rest of this turn, your opponent cannot target "Vaalmonica" Monster Cards you control with card effects. ● Take 500 damage, then you can negate the effects of 1 Effect Monster your opponent controls, until the end of this turn. You can only activate 1 "Vaalmonica Chosen Melody" per turn. (Super Rare) |
Rating: 1 out of 5 Should've chosen Melodious (#14) monsters. |
Valiant
Smashers
(VASM-EN039) Vaalmonica Followed Rhythm TRAP / Normal Trap Apply 1 of these effects. You must control a "Vaalmonica" Monster Card to activate and to resolve this effect. If you control a "Vaalmonica" Link Monster, you can apply both effects in sequence. ● Gain 500 LP, then you can destroy 1 Spell/Trap on the field. ● Take 500 damage, then you can return 1 monster from the field to the hand. You can only activate 1 "Vaalmonica Followed Rhythm" per turn. (Super Rare) |
Rating: 1 out of 5 The cliff will come to an end and you'll drop to the ground Wile E. Coyote style. |
Valiant
Smashers
(VASM-EN038) Vaalmonica Intonare SPELL / Normal Spell Apply 1 of these effects. Unless you have a "Vaalmonica" card in your Pendulum Zone, your opponent chooses the effect. ● Gain 500 LP, then if you have any monsters in your GY that can be Special Summoned, your opponent chooses 1 for you to Special Summon to your field. ● Take 500 damage, then you can add 1 Level 4 monster from your GY to your hand. You can only activate 1 "Vaalmonica Intonare" per turn. (Super Rare) |
Rating: 1 out of 5 These are only on a level that LOB or CDIP had. |
Valiant
Smashers
(VASM-EN037) Vaalmonica Versare SPELL / Normal Spell Apply 1 of these effects. Unless you have a "Vaalmonica" card in your Pendulum Zone, your opponent chooses the effect. ● Gain 500 LP, then you can excavate cards from the top of your Deck until you excavate a "Vaalmonica" card, then add that card to your hand, also shuffle the rest into the Deck. ● Take 500 damage, then you can send 1 "Vaalmonica" card from your Deck to the GY, except "Vaalmonica Versare". You can only activate 1 "Vaalmonica Versare" per turn. (Super Rare) |
Rating: 1 out of 5 We're in the land of Versigh, where everything is a disappointment. |
Valiant
Smashers
(VASM-EN036) Vaalmonica Scelta SPELL / Normal Spell Apply 1 of these effects. Unless you have a "Vaalmonica" card in your Pendulum Zone, your opponent chooses the effect. ● Gain 500 LP, then you can place 1 card from your hand on the bottom of the Deck, then draw 2 cards. ● Take 500 damage, then you can add 1 "Vaalmonica" Spell/Trap from your Deck to your hand, except "Vaalmonica Scelta". You can only activate 1 "Vaalmonica Scelta" per turn. (Ultra Rare) and (Collector's Rare) |
Rating: 1 out of 5 Now you can't even gain 500 Life Points without a side-effect. |
Valiant
Smashers
(VASM-EN035) Vaalmonica, the Agathokakological Voice SPELL / Field Spell When this card is activated: You can add 1 "Vaalmonica" monster from your Deck to your hand. If a card in your Pendulum Zone has a 3rd Resonance Counter placed on it: You can target 1 monster your opponent controls; take control of it until the End Phase, but it cannot declare an attack. You can only use this effect of "Vaalmonica, the Agathokakological Voice" once per turn. You can only activate 1 "Vaalmonica, the Agathokakological Voice" per turn. (Ultra Rare) and (Collector's Rare) |
Rating: 1 out of 5 The voice is overshadowed by the likes of Creature Swap and Mind Control. LED7 #44) |
Valiant
Smashers
(VASM-EN034) Zebufera, Vaalmonican Hallow Heathen LIGHT / Link Monster / ATK 2500 / Link-1 Links: Bottom-Right (Fiend / Link / Effect) 1 Effect Monster Cannot be Link Summoned unless you have 3 or more Resonance Counters on Fiend Monster Card(s) in your Pendulum Zone. You can only Special Summon "Zebufera, Vaalmonican Hallow Heathen" once per turn. If a card(s) you control would be destroyed by battle or card effect, you can remove 3 Resonance Counters from your Pendulum Zone instead. Once per opponent's turn (Quick Effect): You can target 1 of your "Vaalmonica" Normal Spells/Traps that is banished or in your GY; apply that card's activation effect. (Super Rare) |
Rating: 1 out of 5 The copy machine has worked overtime to create these. |
Valiant
Smashers
(VASM-EN033) Duralume, Vaalmonican Heathen Hallow DARK / Link Monster / ATK 2500 / Link-1 Links: Bottom-Left (Fiend / Link / Effect) 1 Effect Monster Cannot be Link Summoned unless you have 3 or more Resonance Counters on Fairy Monster Card(s) in your Pendulum Zone. You can only Special Summon "Duralume, Vaalmonican Heathen Hallow" once per turn. If this card is Link Summoned: You can target monsters your opponent controls, up to the number of Resonance Counters in your Pendulum Zone; destroy them. You can remove 3 Resonance Counters from your Pendulum Zone; this card can make up to 3 attacks during each Battle Phase this turn. (Super Rare) |
Rating: 1 out of 5 A Link-1 that strong was a literal red flag for me. |
Valiant
Smashers
(VASM-EN032) Dimonno Vaalmonica LIGHT / Pendulum Monster / Level 4 / ATK 1200 / DEF 2100 / Scale 5 and Scale 5 Pendulum Text Each time you take effect damage while you control a Fairy Monster Card in your other Pendulum Zone, place 1 Resonance Counter on this card. Monsters your opponent controls lose 100 ATK for each Resonance Counter on your field. |
(Fiend / Pendulum / Effect) If this card is in your hand: You can discard 1 other card; take 1 "Angello Vaalmonica" from your Deck, and place this card and that card in your Pendulum Zones. During your Main Phase, if this card was Normal or Special Summoned this turn: You can banish 1 "Vaalmonica" Normal Spell/Trap from your GY; apply whichever effect on that card includes taking damage. You can only use each effect of "Dimonno Vaalmonica" once per turn. (Super Rare) and (Collector's Rare) |
Rating: 2 out of 5 This is all we have for the Main Deck so far. Pretty unfortunate. |
Valiant
Smashers
(VASM-EN031) Angello Vaalmonica DARK / Pendulum Monster / Level 4 / ATK 1200 / DEF 2100 / Scale 3 and Scale 3 Pendulum Text Each time you gain LP while you control a Fiend Monster Card in your other Pendulum Zone, place 1 Resonance Counter on this card. Once per turn, when an opponent's monster declares an attack, you can: Immediately after this effect resolves, Link Summon 1 "Vaalmonica" Link Monster. |
(Fairy / Pendulum / Effect) If this card is in your hand: You can discard 1 other card; take 1 "Dimonno Vaalmonica" from your Deck, and place this card and that card in your Pendulum Zones. During your Main Phase, if this card was Normal or Special Summoned this turn: You can banish 1 "Vaalmonica" Normal Spell/Trap from your GY; apply whichever effect on that card includes gaining LP. You can only use each effect of "Angello Vaalmonica" once per turn. (Super Rare) and (Collector's Rare) |
Rating: 2 out of 5 Mostly everything here is mediocre, as I've come to expect these days. |
Valiant
Smashers
(VASM-EN024) Centur-Ion True Awakening TRAP / Counter Trap When a Spell/Trap Card, or monster effect, is activated: Send 1 face-up Monster Card from your Spell & Trap Zone to the GY; negate the activation, and if you do, destroy that card. You can only activate 1 "Centur-Ion True Awakening" per turn. (Super Rare) |
Rating: 2 out of 5 Doesn't need the Archetype to make it work, but it's instant MST fodder though. |
Valiant
Smashers
(VASM-EN023) Centur-Ion Phalanx TRAP / Normal Trap Target 1 face-up Monster Card on the field; banish it, and if you do, during the Standby Phase of the next turn, Special Summon that banished monster to its owner's field. You can banish this card from your GY, then target 1 "Centur-Ion" Synchro Monster in your GY; Special Summon it, but it loses 1500 ATK. You can only use 1 "Centur-Ion Phalanx" effect per turn, and only once that turn. (Super Rare) |
Rating: 0 out of 5 From the ultimate high comes the ultimate low. Way better Synchro support (#66) elsewhere. |
Valiant
Smashers
(VASM-EN022) Centur-Ion Bonds SPELL / Quick-Play Spell Place 1 "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap. If a "Centur-Ion" Synchro Monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 "Centur-Ion" monster in your GY; place it in your Spell & Trap Zone as a face-up Continuous Trap. You can only use each effect of "Centur-Ion Bonds" once per turn. (Super Rare) |
Rating: 1 out of 5 This is like if Artifacts (#15) or Crystal Beasts (#2) got drunk the night before. |
Valiant
Smashers
(VASM-EN021) Emblema Oath SPELL / Quick-Play Spell Activate 1 of these effects; ● Place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. For the rest of this turn, while you control that card, or any card with that same original name, you cannot Special Summon from the Extra Deck, except "Centur-Ion" monsters. ● Set 1 "Centur-Ion" Spell/Trap directly from your Deck. You can only activate 1 "Emblema Oath" per turn. (Ultra Rare) |
Rating: 1 out of 5 Take an oath not to go the Fortress Whale route. |
Valiant
Smashers
(VASM-EN020) Stand Up Centur-Ion! SPELL / Field Spell Cannot be destroyed by your opponent's card effects while you control a "Centur-Ion" Monster Card. You can only use each of the following effects of "Stand Up Centur-Ion!" once per turn. During your Main Phase, if this card was activated this turn: You can send 1 card from your hand to the GY; place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. If a monster(s) is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control as material, including a "Centur-Ion" monster. (Super Rare) and (Collector's Rare) |
Rating: 1 out of 5 Legatia can already stand up and put others six feet under. |
Valiant
Smashers
(VASM-EN019) Centur-Ion Legatia LIGHT / Synchro Monster / Level 12 / ATK 3500 / DEF 2000 (Machine / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters Your monsters with 2000 or less ATK cannot be destroyed by battle. You can only use each of the following effects of "Centur-Ion Legatia" once per turn. If this card is Special Summoned: You can draw 1 card, then you can destroy the monster your opponent controls with the highest ATK (your choice, if tied). During the End Phase: You can place 1 non-Synchro "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 3 out of 5 Generic materials, high ATK and some pretty potent effects. |
Valiant
Smashers
(VASM-EN018) Centur-Ion Emeth VI EARTH / Effect Monster / Level 8 / ATK 2000 / DEF 3000 (Machine / Effect) During your opponent's turn, if this card is in your hand or GY (Quick Effect): You can target 1 "Centur-Ion" monster you control, except "Centur-Ion Emeth VI"; place it in your Spell & Trap Zone as a face-up Continuous Trap, and if you do, Special Summon this card, also you cannot Special Summon "Centur-Ion Emeth VI" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card. You can only use each effect of "Centur-Ion Emeth VI" once per turn. (Ultra Rare) and (Collector's Rare) |
Rating: 1 out of 5 Even the Level 8 isn't adding anything beneficial. |
Valiant
Smashers
(VASM-EN017) Centur-Ion Trudea DARK / Effect Monster / Level 4 / ATK 1000 / DEF 2000 (Pyro / Effect) During your Main Phase: You can place this card you control and 1 "Centur-Ion" monster from your hand or Deck, except "Centur-Ion Trudea", in your Spell & Trap Zones as face-up Continuous Traps, also you cannot Special Summon "Centur-Ion Trudea" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can increase its Level by 4. You can only use each effect of "Centur-Ion Trudea" once per turn. (Ultra Rare) and (Collector's Rare) |
Rating: 2 out of 5 The effects are instantly Jinzo (#3)-bait so make use of the DEF. |
Valiant
Smashers
(VASM-EN016) Centur-Ion Primera LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 1600 (Spellcaster / Tuner / Effect) While this card is a Continuous Trap, Level 5 or higher "Centur-Ion" monsters you control cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Primera" once per turn. If this card is Normal or Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand, except "Centur-Ion Primera", also you cannot Special Summon "Centur-Ion Primera" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card. (Ultra Rare) and (Collector's Rare) |
Rating: 1 out of 5 Crystal Beasts (#1) meets Artifacts (#0) or something, and it hasn't paid off. |
Valiant
Smashers
(VASM-EN014) Supply Squad SPELL / Continuous Spell Once per turn, if a monster(s) you control is destroyed by battle or card effect: Draw 1 card. (Rare) |
Rating: 2 out of 5 The draw is unlikely to mean all that much in most cases. |
Valiant
Smashers
(VASM-EN012) Mementotlan Cranium Burst TRAP / Continuous Trap While you control a "Memento" monster, your opponent's monsters that can attack must attack the "Memento" monster you control with the highest ATK (their choice, if tied). When your opponent activates a monster effect on the field (except during the Damage Step): You can target 1 "Mementoal Tecuhtlica - Combined Creation" you control; it loses exactly 1000 ATK/DEF, and if it does, negate that activated effect. You can only activate this effect of "Mementotlan Cranium Burst" once per Chain. (Rare) |
Rating: 1 out of 5 Now you need two cards to copy The Light Ruler's Tails effect, and for more monsters. |
Valiant
Smashers
(VASM-EN011) Mementotlan Fracture Dance TRAP / Normal Trap If you control a "Memento" monster: Target 1 card on the field; destroy it, then, if you control "Mementoal Tecuhtlica - Combined Creation", you can destroy 1 more card on the field. When an attack is declared involving your "Memento" monster and an opponent's monster: You can banish this card from your GY; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. You can only use each effect of "Mementotlan Fracture Dance" once per turn. (Rare) |
Rating: 2 out of 5 Use it with Dark Blade's (SD5 #3) latest reincarnation and you'll have a shot at saving yourself. |
Valiant
Smashers
(VASM-EN010) Mementotlan Bone Back SPELL / Quick-Play Spell If a face-up "Memento" monster(s) you control leaves the field because of an opponent's card: Special Summon 1 "Mementoal Tecuhtlica - Combined Creation" from your hand or Deck, ignoring its Summoning conditions. If your opponent moves a "Memento" monster(s) out of your GY, while this card is in your GY (except during the Damage Step): You can banish this card; Special Summon as many "Memento" monsters as possible with different names from your hand and/or Deck. You can only use each effect of "Mementotlan Bone Back" once per turn. (Rare) |
Rating: 1 out of 5 Less than 1/4 of them have any real ATK, and only one of them is actually good. |
Valiant
Smashers
(VASM-EN009) Mementotlan Bone Party SPELL / Quick-Play Spell Destroy 1 "Memento" monster in your hand or face-up field, take 1 "Memento" monster from your Deck with a different name, and either add it to your hand or Special Summon it in Defense Position. During your Main Phase: You can banish this card from your GY, then target 1 "Memento" monster you control; if it attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. You can only use each effect of "Mementotlan Bone Party" once per turn. (Ultra Rare) |
Rating: 1 out of 5 Mementotlan, party of dumb, you're needed back at the reject department. |
Valiant
Smashers
(VASM-EN008) Mementomictlan SPELL / Field Spell If your "Memento" monster battles, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If a monster(s) you control is destroyed by battle or card effect: You can target 1 of those monsters; Special Summon 1 "Memento" monster with a lower Level from your hand or GY. You can only use this effect of "Mementomictlan" once per turn. Once per turn, during your End Phase: You can target 1 "Memento" Spell/Trap in your GY; Set it. (Rare) |
Rating: 1 out of 5 How about Ancient Gear Golem (#6) instead? |
Valiant
Smashers
(VASM-EN007) Mementotlan Goblin DARK / Effect Monster / Level 1 / ATK 400 / DEF 400 (Fiend / Effect) During the Main Phase, if you control "Mementoal Tecuhtlica - Combined Creation" (Quick Effect): You can discard this card; for the rest of this turn, your opponent cannot target "Memento" monsters you control with card effects. During your Main Phase: You can destroy 1 "Memento" monster you control, and if you do, send up to 2 "Memento" cards with different names from each other from your Deck to the GY, except "Mementotlan Goblin". You can only use each effect of "Mementotlan Goblin" once per turn. (Rare) |
Rating: 1 out of 5 Goblin Caligrapher (#4) now has no originallity whatsoever, and still sucks because of it. |
Valiant
Smashers
(VASM-EN006) Mementotlan Mace LIGHT / Effect Monster / Level 1 / ATK 400 / DEF 300 (Fairy / Effect) During your opponent's Main Phase, if you control "Mementoal Tecuhtlica - Combined Creation" (Quick Effect): You can discard this card, then target 1 face-up monster your opponent controls; take control of it until the End Phase. During your Main Phase: You can destroy 1 "Memento" monster you control, and if you do, add 1 "Memento" card from your Deck to your hand, except "Mementotlan Mace". You can only use each effect of "Mementotlan Mace" once per turn. (Super Rare) |
Rating: 1 out of 5 Key Mace is now a slower Creature Swap or Mind Control. (LED7 #44) |
Valiant
Smashers
(VASM-EN005) Mementotlan Angwitch DARK / Effect Monster / Level 3 / ATK 800 / DEF 1000 (Spellcaster / Effect) If this card is Normal or Special Summoned: You can add 1 "Memento" monster from your Deck to your hand, except "Mementotlan Angwitch". You can target 1 Level 2 or lower "Memento" monster in your GY; destroy 1 "Memento" monster you control, and if you do, Special Summon the targeted monster. You can only use each effect of "Mementotlan Angwitch" once per turn. (Ultra Rare) and (Collector's Rare) |
Rating: 1 out of 5 Dark Blade's counterpart is the best one here, and there are better alternatives than this. |
Valiant
Smashers
(VASM-EN004) Mementotlan Dark Blade DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1500 (Warrior / Effect) If this card is Normal or Special Summoned: You can discard 1 "Memento" card, then target 1 Spell/Trap your opponent controls; destroy it. During your Main Phase: You can destroy 1 "Memento" monster you control, and if you do, Special Summon 1 Level 3 or lower "Memento" monster from your Deck. You can only use each effect of "Mementotlan Dark Blade" once per turn. (Super Rare) and (Collector's Rare) |
Rating: 3 out of 5 Dark Blade (SD5 $3) stands alone in terms of good remakes so far. |
Valiant
Smashers
(VASM-EN003) Mementotlan Tatsunootoshigo EARTH / Effect Monster / Level 5 / ATK 1350 / DEF 1600 (Beast / Effect) If you do not control any face-up monsters, other than "Memento" monsters: You can Special Summon this card from your hand. During your Main Phase: You can destroy 1 "Memento" monster you control, and send any number of "Memento" monster(s) (with different names) from your Deck to the GY whose total Levels are less than or equal to the destroyed monster's original Level. You can only use each effect of "Mementotlan Tatsunootoshigo" once per turn. (Super Rare) |
Rating: 1 out of 5 Rokket (#9) meets Scrap (#20), and it's easy to see why this is bad as a result. |
Valiant
Smashers
(VASM-EN002) Mementotlan-Horned Dragon DARK / Effect Monster / Level 8 / ATK 2850 / DEF 2350 (Dragon / Effect) If you have 3 or more "Memento" monsters with different names in your GY, you can Special Summon this card (from your hand). You can only Special Summon "Mementotlan-Horned Dragon" once per turn this way. If this card on the field is destroyed by card effect: You can target 3 face-up cards on the field, including a "Memento" card you control; destroy them. You can only use this effect of "Mementotlan-Horned Dragon" once per turn. (Rare) |
Rating: 1 out of 5 A one-time more strict Atomic Scrap Dragon (#43). No wonder it's only a Rare. |
Valiant
Smashers
(VASM-EN001) Mementotlan Tecuhtlica - Combined Creation EARTH / Effect Monster / Level 11 / ATK 5000 / DEF 5000 (Wyrm / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by shuffling 5 other "Memento" monsters with different names from your hand and/or GY into the Deck/Extra Deck. While you control no other monsters, this card can attack all monsters your opponent controls, once each. Once per turn, if your opponent activates a card or effect (except during the Damage Step): You can Special Summon 1 "Memento" monster from your hand or GY. (Ultra Rare), (Collector's Rare) and (Quarter Century Secret Rare) |
Rating: 1 out of 5 So using any other effect will put it out of contention to do much of anything others can do better? |