1. Ratings below are based on when the Deck was released and NOT today's Yu-Gi-Oh format. |
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Structure Deck Card Ratings (Page 5)
1. These ratings are only for non-duplicate
cards included. 2. Product names are shortened as the other half is listed above. 3. SD09-EN info: https://yugioh.fandom.com/wiki/Structure_Deck:_Dinosaur's_Rage 4. SD10-EN info: https://yugioh.fandom.com/wiki/Structure_Deck_-_Machine_Re-Volt |
Machine Re-Volt (SD10-EN037) Roll Out! TRAP / Normal Trap Select 1 Union Monster in your Graveyard and equip it to an appropriate monster on your side of the field. (Common) |
Rating: 1 out of 5 Only one is included, and it's basically the equivalent of Black Pendant. (YSD #21) |
Machine Re-Volt (SD10-EN036) Covering Fire TRAP / Normal Trap If your opponent's monsters attacks a monster on your side of the field, you can activate this card during the Damage Step. Your attacked monster gains ATK equal to the ATK of 1 other face-up monster on your side of the field during the Damage Step only. (Common) |
Rating: 2 out of 5 Better than Gift of the Martyr (#39), but not by much. |
Machine Re-Volt (SD10-EN035) Rare Metalmorph TRAP / Continuous Trap Select 1 Machine-Type monster on your side of the field; it gains 500 ATK. Only once, negate the effect of a Spell Card that targets the monster. When the selected monster is removed from the field, destroy this card. (Common) |
Rating: 1 out of 5 The original could've done much better, and remains pretty much unprinted since Forbidden Memories came out. |
Machine Re-Volt (SD10-EN034) Micro Ray TRAP / Normal Trap The DEF of 1 face-up monster on the field becomes 0 until the end of this turn. (Common) |
Rating: 1 out of 5 That only matters if they're IN Defense Mode, and they have to be face-up. |
Machine Re-Volt (SD10-EN033) Sakuretsu Armor TRAP / Normal Trap Activate only when your opponent declares an attack. Destroy the attacking monster. (Common) |
Rating: 2 out of 5 As we near the end, remember, if you lose, it's not necessarily your fault. This Deck is just not that good. |
Machine Re-Volt (SD10-EN032) Ultimate Offering TRAP / Continuous Trap By paying 500 Life Points, Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase. (Common) |
Rating: 2 out of 5 So this must be the key to the strategy. It's better suited in stronger Decks like Beatdown. |
Machine Re-Volt (SD10-EN031) Stronghold the Moving Fortress TRAP / Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/Level 4/ATK 0/DEF 2000). (This card is still treated as a Trap Card.) While "Green Gadget", "Red Gadget", and "Yellow Gadget" are all face-up on your side of the field, the ATK of this card becomes 3000. (Common) |
Rating: 2 out of 5 The Gadgets are a lost cause so this is only going to be useful once it becomes a Monster Card. |
Machine Re-Volt (SD10-EN030) Pot of Avarice SPELL / Normal Spell Select 5 Monster Cards from your Graveyard, then add them to your Deck and shuffle it. After that, draw 2 cards. (Common) |
Rating: 3 out of 5 Now here's a good way to recycle, even though many of the monsters included aren't great. |
Machine Re-Volt (SD10-EN029) Machine Duplication SPELL / Normal Spell Select 1 Machine-Type monster with 500 or less ATK on your side of the field. You can Special Summon up to 2 cards with the same name from your Deck. (Common) |
Rating: 1 out of 5 Surely you're not going to use this on Ancient Gear or Bokoichi? (#3) |
Machine Re-Volt (SD10-EN028) Weapon Change SPELL / Continuous Spell Once during each of your Standby Phases, you can pay 700 Life Points to activate this card's effect. Switch the ATK and DEF of 1 Warrior-Type or Machine-Type monster on your side of the field until the end of your opponent's next turn. When this card is destroyed, the effect is negated. (Common) |
Rating: 1 out of 5 What's in the Deck is mostly unaffected. |
Machine Re-Volt (SD10-EN027) Enemy Controller SPELL / Quick-Play Spell Select and activate 1 of these effects: ● Change the Battle Position of 1 face-up monster on your opponent's side of the field. ● Tribute 1 monster. Select 1 face-up monster on your opponent's side of the field. Take control of the selected card until the end of this turn. (Common) |
Rating: 2 out of 5 Not too thrilled with either effect, but I suppose they can help at times. |
Machine Re-Volt (SD10-EN026) Heavy Storm SPELL / Normal Spell Destroy all Spell and Trap Cards on the field. (Common) |
Rating: 3 out of 5 I doubt you'll find many instances of this being a dead or poor draw. |
Machine Re-Volt (SD10-EN025) Limiter Removal SPELL / Quick-Play Spell Double the ATK of all face-up Machine-Type monsters on your side of the field, until the end of this turn. During the End Phase, destroy all monsters that were affected by this effect. (Common) |
Rating: 2 out of 5 An obvious choice for the Deck, but the options are equally limited. |
Machine Re-Volt (SD10-EN024) Mystical Space Typhoon SPELL / Quick-Play Spell Destroy 1 Spell or Trap Card on the field. (Common) |
Rating: 3 out of 5 This Deck is looking quite a bit like the past two Structure Decks unfortunately. |
Machine Re-Volt (SD10-EN023) Ancient Gear Castle SPELL / Continuous Spell Each face-up "Ancient Gear" monster gains 300 ATK. Each time a monster(s) is Normal Summoned or Set, put 1 counter on this card. If you Tribute Summon an "Ancient Gear" monster, you can substitute this card for a Tribute(s), if the number of counters on this card is equal to or greater than the number of required Tribute(s). (Common) |
Rating: 2 out of 5 Pretty slow, but can help bypass needing 2 monsters on the field. |
Machine Re-Volt (SD10-EN022) Ancient Gear Drill SPELL / Normal Spell Activate only by discarding 1 card from your hand while a face-up "Ancient Gear" monster is on your side of the field. Select 1 Spell Card from your Deck and Set it on your side of the field. You cannot use that Spell Card this turn. (Common) |
Rating: 1 out of 5 That's 2 wasted cards in a single turn. |
Machine Re-Volt (SD10-EN021) Ancient Gear Factory SPELL / Normal Spell Select 1 "Ancient Gear" monster in your hand (show the monster to your opponent). Remove from play "Ancient Gear" cards in your Graveyard whose total Levels are equal to double the selected card's. You don't have to Tribute when you Normal Summon the selected card this turn. (Common) |
Rating: 1 out of 5 Recycling is good, but not this way. |
Machine Re-Volt (SD10-EN020) Ancient Gear Fist SPELL / Equip Spell Equip only to an "Ancient Gear" monster. Destroy any monster that battles with it, at the end of the Damage Step. (Common) |
Rating: 1 out of 5 Beast and Gear Golem don't need a rubber glove to win battles. |
Machine Re-Volt (SD10-EN019) Ancient Gear Explosive SPELL / Normal Spell Target 1 face-up "Ancient Gear" monster on your side of the field when you activate this card. Destroy the targeted monster and inflict damage equal to half its original ATK to your opponent. (Common) |
Rating: 1 out of 5 That means up to 1500 damage if Gear Golem or the new Beatstick is used. |
Machine Re-Volt (SD10-EN018) Ancient Gear Tank SPELL / Equip Spell Equip only to an "Ancient Gear" monster. It gains 600 ATK. When this card is destroyed and sent to the Graveyard, inflict 600 damage to your opponent. (Common) |
Rating: 1 out of 5 No tanks for this slight improvement over early (#97) Equip Cards. |
Machine Re-Volt (SD10-EN017) Ancient Gear Workshop SPELL / Normal Spell Add 1 "Ancient Gear" monster from your Graveyard to your hand. (Common) |
Rating: 1 out of 5 The entire Deck needs to be sent here for an overhaul. |
Machine Re-Volt (SD10-EN016) Ancient Gear Cannon EARTH / Effect Monster / Level 2 / ATK 500 / DEF 500 (Machine / Effect) By Tributing this card, inflict 500 damage to your opponent, and then neither player can activate Trap Cards during the Battle Phase of this turn. (Common) |
Rating: 1 out of 5 Tribute it and you're down a monster and use of Traps. Otherwise, it's a poor defense. |
Machine Re-Volt (SD10-EN015) Ancient Gear EARTH / Effect Monster / Level 2 / ATK 100 / DEF 800 (Machine / Effect) While an "Ancient Gear" is face-up on your side of the field, you can Special Summon this card from your hand in Attack Position. (Common) |
Rating: 1 out of 5 I'm sure most of them run on better gears than this. |
Machine Re-Volt (SD10-EN014) Ancient Gear Soldier EARTH / Effect Monster / Level 4 / ATK 1300 / DEF 1300 (Machine / Effect) If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. (Common) |
Rating: 1 out of 5 Not much further down to go from here, except the weakest of all. |
Machine Re-Volt (SD10-EN013) Ancient Gear Beast EARTH / Effect Monster / Level 6 / ATK 2000 / DEF 2000 (Machine / Effect) This card cannot be Special Summoned. The effects of your opponent's monsters that this card destroys by battle are negated. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. (Common) |
Rating: 1 out of 5 Swap this for Dark Ruler Ha Des. |
Machine Re-Volt (SD10-EN012) Ancient Gear Golem EARTH / Effect Monster / Level 8 / ATK 3000 / DEF 3000 (Machine / Effect) This card cannot be Special Summoned. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. (Common) |
Rating: 4 out of 5 High stats, piercing damage and effect blocking when attacking. The best card so far. |
Machine Re-Volt (SD10-EN011) Heavy Mech Support Platform DARK / Effect Monster / Level 3 / ATK 500 / DEF 500 (Machine / Union / Effect) Once per turn, if you control this monster on the field, you can equip it to a face-up Machine-Type monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains 500 ATK and DEF. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.) (Common) |
Rating: 1 out of 5 Heavy on the effects, light on pretty much everything else. |
Machine Re-Volt (SD10-EN010) Gear Golem the Moving Fortress EARTH / Effect Monster / Level 4 / ATK 800 / DEF 2200 (Machine / Effect) Once per turn, during your Main Phase 1, by paying 800 Life Points, this card can attack your opponent directly this turn. (Common) |
Rating: 2 out of 5 DEF generally doesn't go at or higher than this without some kind of reprocussion so this is okay at least. |
Machine Re-Volt (SD10-EN009) Cannon Soldier DARK / Effect Monster / Level 4 / ATK 1400 / DEF 1300 (Machine / Effect) By Tributing 1 monster, inflict 500 damage to your opponent. (Common) |
Rating: 1 out of 5 Seems the goal was reprinting cards not printed in years, and not to actually make a competitive Deck. |
Machine Re-Volt (SD10-EN008) Yellow Gadget EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1200 (Machine / Effect) When you Normal Summon or Special Summon this card, you can add 1 "Green Gadget" from your Deck to your hand. (Common) |
Rating: 1 out of 5 Either stat or the effect should be met with caution. |
Machine Re-Volt (SD10-EN007) Red Gadget EARTH / Effect Monster / Level 4 / ATK 1300 / DEF 1500 (Machine / Effect) When you Normal Summon or Special Summon this card, you can add 1 "Yellow Gadget" from your Deck to your hand. (Common) |
Rating: 1 out of 5 An indication that you should stop and think before including it in your Deck. |
Machine Re-Volt (SD10-EN006) Green Gadget EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 600 (Machine / Effect) When you Normal Summon or Special Summon this card, you can add 1 "Red Gadget" from your Deck to your hand. (Common) |
Rating: 1 out of 5 You've been greenlit to pick something else. |
Machine Re-Volt (SD10-EN005) Mechanicalchaser DARK / Normal Monster / Level 4 / ATK 1850 / DEF 800 (Machine / Normal) A hunter that relentlessly pursues its target by order of the Machine King. (Common) |
Rating: 3 out of 5 Unfortunate that this is the only good reprint so far because it could easily replace many others. |
Machine Re-Volt (SD10-EN004) Boot-Up Soldier - Dread Dynamo EARTH / Effect Monster / Level 4 / ATK 0 / DEF 2000 (Machine / Effect) While you have a face-up 'Gadget' monster on your side of the field, this card gains 2000 ATK. (Common) |
Rating: 2 out of 5 When I get to them, you'll see why you don't really need them. Just use this guy's DEF. |
Machine Re-Volt (SD10-EN003) Ancient Gear Engineer EARTH / Effect Monster / Level 5 / ATK 1500 / DEF 1500 (Machine / Effect) Negate the effect of any Trap Card that targets this card, and destroy that Trap Card. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When this card attacks, destroy 1 Spell or Trap Card on your opponent's side of the field at the end of the Damage Step. (Common) |
Rating: 1 out of 5 Was engineered quite poorly. |
Machine Re-Volt (SD10-EN002) Ancient Gear Gadjiltron Chimera EARTH / Effect Monster / Level 6 / ATK 2300 / DEF 1300 (Machine / Effect) If you Tribute Summon this card by Tributing 1 of the following monsters, this card gains the appropriate effect: ● Green Gadget: This card gains 300 ATK. ● Red Gadget: If this card successfully attacks your opponent directly, inflict 500 damage to your opponent. ● Yellow Gadget: If this card destroys your opponent's monster by battle, inflict 700 damage to your opponent. |
Rating: 1 out of 5 A vanilla monster on its own and only works with the three other rejects in this Deck. |
Machine Re-Volt (SD10-EN001) Ancient Gear Gadjiltron Dragon EARTH / Effect Monster / Level 8 / ATK 3000 / DEF 2000 (Machine / Effect) If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. If you Tribute Summon this card by Tributing any of the following monster(s), this card gets the appropriate effect(s): ● "Green Gadget": When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. ● "Red Gadget": When this card inflicts Battle Damage to your opponent's Life Points, inflict 400 points of damage to your opponent's Life Points. ● "Yellow Gadget": When this card destroys an opponent's monster by battle, inflict 600 points of damage to your opponent's Life Points. (Ultra Rare) |
Rating: 3 out of 5 Might just be the best alternative for Ancient Gear Golem. |
Dinosaur's Rage (SD09-EN036) Fossil Excavation TRAP / Continuous Trap Discard 1 card from your hand. Select 1 Dinosaur-Type monster in your Graveyard and Special Summon it. An Effect Monster Special Summoned this way has its effect negated. When this card is removed from the field, destroy that monster. When the monster is destroyed, destroy this card. (Common) |
Rating: 2 out of 5 Call of the Haunted (#25) for Dinos with a pinch of Skill Drain. Not that useful for much. |
Dinosaur's Rage (SD09-EN035) Malfunction TRAP / Counter Trap Pay 500 Life Points. Negate the activation of a Trap Card and return it to its original position. (Common) |
Rating: 1 out of 5 Makes the Trap unusuable for only 1 turn while Seven Tools (#45) negates it completely. |
Dinosaur's Rage (SD09-EN034) Goblin Out of the Frying Pan TRAP / Counter Trap Pay 500 Life Points. Negate the activation of a Spell Card and return it to the owner's hand. (Common) |
Rating: 0 out of 5 Wasted Life Points because they're just going to re-activate it. |
Dinosaur's Rage (SD09-EN033) Negate Attack TRAP / Counter Trap Activate only when your opponent's monster declares an attack. Negate the attack of that 1 monster and end the Battle Phase. (Common) |
Rating: 3 out of 5 Blocking 1 attack blocks them all for the entire turn. No strings attached either. |
Dinosaur's Rage (SD09-EN032) Magical Arm Shield TRAP / Normal Trap Activate only when your opponent declares an attack while there is a monster on your side of the field. Take control of 1 of your opponent's face-up monsters, except the attacking monster, and this monster is attacked instead. At the end of the Battle Phase, return control of this monster to your opponent. (Common) |
Rating: 2 out of 5 Only going to work if you're able to take a stronger monster than the one attacking. |
Dinosaur's Rage (SD09-EN031) Seismic Shockwave TRAP / Continuous Trap Activate only when a Dinosaur-Type monster on your side of the field is destroyed and sent to the Graveyard. Select 3 of your opponent's Spell and Trap Card Zones. You cannot select a Zone if a card is already in it. The selected Zones cannot be used. Destroy this card during your 3rd Standby Phase after activation. Then you can return 1 Dinosaur-Type monster from your Graveyard to your hand. (Common) |
Rating: 2 out of 5 Less threats to worry about for a while, but you don't get the Dinosaur back until the effect expires. |
Dinosaur's Rage (SD09-EN030) Volcanic Eruption TRAP / Normal Trap Activate only during your End Phase while "Jurassic World" is on your side of the field. Destroy all cards on the field. (Common) |
Rating: 2 out of 5 I guess maybe if your cards can't save you anyway? |
Dinosaur's Rage (SD09-EN029) Survival Instinct TRAP / Normal Trap Select any number of Dinosaur-Type monsters in your Graveyard and remove them from play. Gain 400 Life Points for each Dinosaur-Type monster you removed. (Common) |
Rating: 1 out of 5 Takes 3 of them to equal Poison of the Old Man (#33). Pretty desperate if you ask me. |
Dinosaur's Rage (SD09-EN028) Hunting Instinct TRAP / Normal Trap Activate only when a monster is Special Summoned to your opponent's side of the field. Special Summon 1 Dinosaur-Type monster from your hand. (Common) |
Rating: 2 out of 5 The entire array of Dinosaurs is open, but it's dependent on what's in your hand at the time. |
Dinosaur's Rage (SD09-EN027) Magical Mallet SPELL / Normal Spell Add any number of cards from your hand to the Deck and shuffle it. Then draw the same number of cards you added to the Deck. (Common) |
Rating: 3 out of 5 Thank goodness it wasn't Reload (SD2 #23) for the millionth time and it's much better. |
Dinosaur's Rage (SD09-EN026) Lightning Vortex SPELL / Normal Spell Discard 1 card from your hand. Destroy all face-up monsters on your opponent's side of the field. (Common) |
Rating: 3 out of 5 Most are going to be face-up anyway, and it's only for the price of 1 card in your hand. |
Dinosaur's Rage (SD09-EN025) Heavy Storm SPELL / Normal Spell Destroy all Spell and Trap Cards on the field. (Common) |
Rating: 3 out of 5 A key card before you enter your Battle Phase or Summon a monster. |
Dinosaur's Rage (SD09-EN024) Megamorph SPELL / Equip Spell While your Life Points are lower than your opponent's, the original ATK of the equipped monster is doubled. While your Life Points are higher, the original ATK of the equipped monster is halved. (Common) |
Rating: 2 out of 5 Both effects can be used to your advantage, but are situation-dependent. |
Dinosaur's Rage (SD09-EN023) Mystical Space Typhoon SPELL / Quick-Play Spell Destroy 1 Spell or Trap Card on the field. (Common) |
Rating: 3 out of 5 The OG from years ago still holds up to any of the copycats. (#42) |
Dinosaur's Rage (SD09-EN022) Mesmeric Control SPELL / Normal Spell During your opponent's next turn after you activate this card, your opponent cannot change the battle positions of monsters, except with a card effect. (Common) |
Rating: 1 out of 5 Little control is given to you in the first place. |
Dinosaur's Rage (SD09-EN021) Riryoku SPELL / Normal Spell Halve the ATK of 1 face-up monster and add the same amount to the ATK of another face-up monster, until the end of this turn. (Common) |
Rating: 3 out of 5 Steal the ATK of an opponent's monster for some pretty big damage. |
Dinosaur's Rage (SD09-EN020) Sebek's Blessing SPELL / Quick-Play Spell Activate only when a monster you control has attacked your opponent directly. Gain Life Points equal to the Battle Damage that the monster inflicted to your opponent. (Common) |
Rating: 1 out of 5 Direct attacks are mostly limited to that rare moment during a Duel where the opponent has none. |
Dinosaur's Rage (SD09-EN019) Jurassic World SPELL / Field Spell All face-up Dinosaur-Type monsters gain 300 ATK and DEF. (Common) |
Rating: 1 out of 5 Looks about as bleak as Earth was when the Great Bombardment began. |
Dinosaur's Rage (SD09-EN018) Tail Swipe SPELL / Normal Spell Select 1 face-up Level 5 or higher Dinosaur-Type monster on your side of the field to activate this card. Select and return to the owner's hand(s) up to 2 monsters that are either lower Level than the selected monster or face-down on your opponent's side of the field. (Common) |
Rating: 2 out of 5 Those are the Dinosaurs you'd want anyway, though that reduces the odds of using it at all. |
Dinosaur's Rage (SD09-EN017) Big Evolution Pill SPELL / Normal Spell Tribute 1 Dinosaur-Type monster to activate this card. This card remains face-up on the field for 3 of your opponent's turns. While this card is face-up on the field, you can Normal Summon or Set Dinosaur-Type monsters without Tributing. (Common) |
Rating: 2 out of 5 Bring out the big ones like Super Conductor Tyranno, but you're still losing a monster to play this. |
Dinosaur's Rage (SD09-EN016) Babycerasaurus EARTH / Effect Monster / Level 2 / ATK 500 / DEF 500 (Dinosaur / Effect) If this card is destroyed by an effect and sent to the Graveyard, select 1 Level 4 or lower Dinosaur-Type monster from your Deck and Special Summon it. (Common) |
Rating: 1 out of 5 Anyone got a pacifier? |
Dinosaur's Rage (SD09-EN015) Miracle Jurassic Egg EARTH / Effect Monster / Level 4 / ATK 0 / DEF 2000 (Dinosaur / Effect) While this card is face-up on your side of the field, this card cannot be removed from play. Place 2 counters on this card each time a Dinosaur-Type Monster Card is sent to your Graveyard. By Tributing this card, select and Special Summon 1 Dinosaur-Type monster from your Deck whose Level is equal to or lower than the number of counters on this card when it was Tributed. (Common) |
Rating: 2 out of 5 Most cards cannot remove from play, making the effects basically irrelevent. It's the DEF that matters. |
Dinosaur's Rage (SD09-EN014) Ultimate Tyranno EARTH / Effect Monster / Level 8 / ATK 3000 / DEF 2200 (Dinosaur / Effect) If this card is in Attack Position at the beginning of your Battle Phase, first, you can and must attack all monsters on your opponent's side of the field once each with this card. (Common) |
Rating: 2 out of 5 Its high ATK means you're less likely to take battle damage, but there's still quite the risk involved. |
Dinosaur's Rage (SD09-EN013) Black Stego EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 2000 (Dinosaur / Effect) When this card is selected as an attack target by your opponent's monster, this card is changed to Defense Position. (Common) |
Rating: 2 out of 5 The effect can certainly help, but you'd be pretty dumb to bring it out in Attack Mode. |
Dinosaur's Rage (SD09-EN012) Black Ptera WIND / Effect Monster / Level 3 / ATK 1000 / DEF 500 (Dinosaur / Effect) When this card is sent from the field to the Graveyard, except when destroyed by battle, it is returned to the owner's hand. (Common) |
Rating: 1 out of 5 The only reason you'd return it back to the hand is when you can't play any others. |
Dinosaur's Rage (SD09-EN011) Oxygeddon WIND / Effect Monster / Level 4 / ATK 1800 / DEF 800 (Dinosaur / Effect) When this card is destroyed by battle with a Pyro-Type monster and sent to the Graveyard, inflict 800 damage to both players. (Common) |
Rating: 3 out of 5 The effect damage is unlikely to mean anything so the ATK is easy to use without fear. |
Dinosaur's Rage (SD09-EN010) Hydrogeddon WATER / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Dinosaur / Effect) When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon 1 "Hydrogeddon" from your Deck. (Common) |
Rating: 1 out of 5 You'd be lucky to win even 1 battle with this without losing it. |
Dinosaur's Rage (SD09-EN009) Tyranno Infinity EARTH / Effect Monster / Level 4 / ATK ? / DEF 0 (Dinosaur / Effect) The original ATK of this card is the number of your removed from play Dinosaur-Type monsters x 1000. (Common) |
Rating: 2 out of 5 Initially released before (#29) removing from play really existed (#57), but now it has minor uses. |
Dinosaur's Rage (SD09-EN008) Black Tyranno EARTH / Effect Monster / Level 7 / ATK 2600 / DEF 1800 (Dinosaur / Effect) If your opponent controls no cards except Defense Position Monster Cards, this card can attack your opponent directly. (Common) |
Rating: 2 out of 5 Heavy Storm is in this so you may get to use the effect now and then. |
Dinosaur's Rage (SD09-EN007) Hyper Hammerhead EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1200 (Dinosaur / Effect) When this monster battles an opponent's monster, unless the opponent's monster is destroyed by battle, it is returned to the owner's hand at the end of the Damage Step. (Common) |
Rating: 1 out of 5 A great way to nail your own Life Points. |
Dinosaur's Rage (SD09-EN006) Dark Driceratops EARTH / Effect Monster / Level 6 / ATK 2400 / DEF 1500 (Dinosaur / Effect) During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. (Common) |
Rating: 4 out of 5 I'd have to say it's one of the best Dinos out there today. |
Dinosaur's Rage (SD09-EN005) Gilasaurus EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 400 (Dinosaur / Effect) You can Special Summon this card from your hand. If you do this, your opponent can Special Summon 1 monster from their Graveyard. (Common) |
Rating: 2 out of 5 Can reduce the number of Tributes by 1 essentially, but your opponent may get a free monster in return. |
Dinosaur's Rage (SD09-EN004) Mad Sword Beast EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1200 (Dinosaur / Effect) During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. (Common) |
Rating: 1 out of 5 It's mad because it'll never puts its effect to use. Dark Driceratops far outranks it. |
Dinosaur's Rage (SD09-EN003) Sabersaurus EARTH / Normal Monster / Level 4 / ATK 1900 / DEF 500 (Dinosaur / Normal) This normally gentle dinosaur enjoys relaxing in its nest in the prairies. If it becomes angered, it turns terribly ferocious. (Common) |
Rating: 3 out of 5 A mixed bag so far, but it's mostly positive. |
Dinosaur's Rage (SD09-EN002) Kabazauls WATER / Normal Monster / Level 4 / ATK 1700 / DEF 1500 (Dinosaur / Normal) A huge monster in the shape of a hippopotamus. The sneezing from his gigantic body is so fierce that people mistake it for a hurricane. (Common) |
Rating: 1 out of 5 Those stats say it's pretty small actually. |
Dinosaur's Rage (SD09-EN001) Super Conductor Tyranno LIGHT / Effect Monster / Level 8 / ATK 3300 / DEF 1400 (Dinosaur / Effect) Once per turn, by Tributing 1 monster, inflict 1000 damage to your opponent. This monster cannot declare an attack if you use this effect this turn. (Ultra Rare) |
Rating: 3 out of 5 About time the main monster (SD2 #1) of a Structure Deck is good. |