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 1)
1.
These ratings are only for non-duplicate
cards included. 2. Product names are shortened as the other half is listed above. 3. SD1-EN info: https://yugioh.fandom.com/wiki/Structure_Deck_-_Dragon's_Roar 4. SD2-EN info: https://yugioh.fandom.com/wiki/Structure_Deck_-_Zombie_Madness |
Zombie
Madness (SD2-EN028) Compulsory Evacuation Device TRAP / Normal Trap Return 1 monster on the field to its owner's hand. (Common) |
Rating: 2 out of 5 Quickly becoming a metaphor for a card that returns to Structure Decks every year. |
Zombie
Madness (SD2-EN027) Reckless Greed TRAP / Normal Trap Draw 2 cards, and after that skip your next 2 Draw Phases. (Common) |
Rating: 2 out of 5 Quite reckless indeed, though it may pay off. |
Zombie
Madness (SD2-EN026) Magic Jammer TRAP / Counter Trap Discard 1 card from your hand. Negate the activation of a Spell Card and destroy it. (Common) |
Rating: 3 out of 5 There's several good Spells this can block, and only for 1 card in your hand. |
Zombie
Madness (SD2-EN025) Torrential Tribute TRAP / Normal Trap You can only activate this card when a monster is Normal Summoned, Flip Summoned, or Special Summoned. Destroy all monsters on the field. (Common) |
Rating: 4 out of 5 At least the monsters have cards this good to back them up. |
Zombie
Madness (SD2-EN024) Dust Tornado TRAP / Normal Trap Destroy 1 Spell or Trap Card on your opponent's side of the field. You can then Set 1 Spell or Trap Card from your hand. (Common) |
Rating: 1 out of 5 Slower than MST, and you're probably not going to have any use for the bonus effect. |
Zombie
Madness (SD2-EN023) Reload SPELL / Quick-Play Spell Add your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck. (Common) |
Rating: 2 out of 5 It's an all-or-nothing play, but it may help. |
Zombie
Madness (SD2-EN022) Call of the Mummy SPELL / Continuous Spell If there is no monster on your side of the field, you can Special Summon 1 Zombie-Type monster from your hand. You can use this effect only once per turn. (Common) |
Rating: 2 out of 5 Helpful for even the more lackluster Zombies, but relies on you lacking monsters on the field. |
Zombie
Madness (SD2-EN021) Book of Life SPELL / Normal Spell Special Summon 1 Zombie-Type monster from your Graveyard to the field and remove 1 monster in your opponent's Graveyard from play. (Common) |
Rating: 2 out of 5 Their variant of Monster Reborn (#36), but it's not free. |
Zombie
Madness (SD2-EN020) Creature Swap SPELL / Normal Spell Both players select 1 monster from their respective sides of the field and switch control of those monsters with each other. The selected monsters cannot change their battle positions this turn. (Common) |
Rating: 2 out of 5 If you can't steal a monster outright, trade it for one of your weaker monsters. |
Zombie
Madness (SD2-EN019) Heavy Storm SPELL / Normal Spell Destroy all Spell and Trap Cards on the field. (Common) |
Rating: 4 out of 5 Dark Hole's (#22) Spell and Trap Card counterpart remains ideal to this day. |
Zombie
Madness (SD2-EN018) Card of Safe Return SPELL / Continuous Spell When a monster is Special Summoned to the field from your Graveyard, you can draw 1 card from your Deck. (Common) |
Rating: 2 out of 5 Reviving a monster rewards you with a free draw, but there aren't many ways to revive monsters at all. |
Zombie
Madness (SD2-EN017) Pot of Greed SPELL / Normal Spell Draw 2 cards from your Deck. (Common) |
Rating: 4 out of 5 You really can't go wrong with two free draws. |
Zombie
Madness (SD2-EN016) Nobleman of Crossout SPELL / Normal Spell Destroy 1 face-down monster and remove it from play. If the monster is a Flip Effect Monster, both players check their respective Decks and remove all monsters of the same name from play. Then shuffle the Decks. (Common) |
Rating: 2 out of 5 Okay monster removal, compared to Tribute to the Doomed. (#35) |
Zombie
Madness (SD2-EN015) Giant Trunade SPELL / Normal Spell Return all Spell and Trap Cards on the field to the respective owners' hands. (Common) |
Rating: 1 out of 5 Barely a breeze. |
Zombie
Madness (SD2-EN014) Mystical Space Typhoon SPELL / Quick-Play Spell Destroy 1 Spell or Trap Card on the field. (Common) |
Rating: 3 out of 5 UDE is making sure that it doesn't matter much which Deck you buy. |
Zombie
Madness (SD2-EN013) Snatch Steal SPELL / Equip Spell Take control of a monster on your opponent's side of the field that is equipped with this card. Increase your opponent's Life Points by 1000 points during each of his/her Standby Phases. (Common) |
Rating: 4 out of 5 Can change the outcome of a Duel instantly. What a powerhouse for basically no drawbacks. |
Zombie
Madness (SD2-EN012) Regenerating Mummy DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1500 (Zombie / Effect) When this card is sent from your hand to the Graveyard by an effect of a card controlled by your opponent, return this card from the Graveyard to your hand. (Common) |
Rating: 3 out of 5 I guess the effect could be useful at times, but the ATK and Level are certainly so. |
Zombie
Madness (SD2-EN011) Double Coston DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1650 (Zombie / Effect) If you Tribute Summon a DARK monster, you can treat this 1 monster as 2 Tribute Monsters for the Tribute Summon. (Common) |
Rating: 2 out of 5 Not limited to Zombies thankfully because what's here isn't really worth it. |
Zombie
Madness (SD2-EN010) Vampire Lady DARK / Effect Monster / Level 4 / ATK 1550 / DEF 1550 (Zombie / Effect) Each time this card inflicts Battle Damage to your opponent's Life Points, declare 1 card type (Monster, Spell or Trap). Your opponent selects 1 card of that type from his/her Deck and sends it to the Graveyard. (Common) |
Rating: 1 out of 5 Being a weaker Vampire Lord wasn't going to look good on its resume. |
Zombie
Madness (SD2-EN009) Soul-Absorbing Bone Tower DARK / Effect Monster / Level 3 / ATK 400 / DEF 1500 (Zombie / Effect) This card cannot be attacked if there is another Zombie-Type monster on your side of the field. Each time a Zombie-Type monster is Special Summoned successfully, send 2 cards from the top of your opponent's Deck to the Graveyard. (Common) |
Rating: 1 out of 5 Also can't be attacked if it's not in your Deck. Don't even bother. |
Zombie
Madness (SD2-EN008) Ryu Kokki DARK / Effect Monster / Level 6 / ATK 2400 / DEF 2000 (Zombie / Effect) If a monster that battles with this monster is a Warrior or Spellcaster-Type monster, destroy that monster at the end of the Damage Step. (Common) |
Rating: 3 out of 5 See? You don't need Level 7 or higher monsters for these stats when you can use Level 6 instead. |
Zombie
Madness (SD2-EN007) Despair from the Dark DARK / Effect Monster / Level 8 / ATK 2800 / DEF 3000 (Zombie / Effect) When this card is sent from your hand or Deck to your Graveyard by your opponent's card effect, Special Summon this card to the field. (Common) |
Rating: 1 out of 5 That means 9 times out of 10 it's a Normal Monster, which isn't good for those stats. |
Zombie
Madness (SD2-EN006) Spirit Reaper DARK / Effect Monster / Level 3 / ATK 300 / DEF 200 (Zombie / Effect) This card is not destroyed as a result of battle. Destroy this card when it is targeted by the effect of a Spell, Trap, or Effect Monster. If this card successfully attacks your opponent's Life Points directly, your opponent discards 1 card randomly from his/her hand. (Common) |
Rating: 3 out of 5 Searchable and doesn't go down so easily in battle, but does for some effects. |
Zombie
Madness (SD2-EN005) Pyramid Turtle EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1400 (Zombie / Effect) When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 Zombie-Type monster with a DEF 2000 or less from the Deck to the field. Then shuffle the Deck. (Common) |
Rating: 2 out of 5 Certainly has more choices than Masked Dragon, but the best is Ryu Kokki. |
Zombie
Madness (SD2-EN004) Dark Dust Spirit EARTH / Effect Monster / Level 6 / ATK 2200 / DEF 1800 (Zombie / Spirit / Effect) This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. If this card is Normal Summoned or flipped face-up, destroy all face-up monsters on the field except this card. (Common) |
Rating: 2 out of 5 Pretty powerful effect, but you'll likely get hit with the effect and requires a Tribute to play it each time. |
Zombie
Madness (SD2-EN003) Vampire Lord DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1500 (Zombie / Effect) Each time this card inflicts Battle Damage to your opponent's Life Points, declare 1 card type (Monster, Spell, or Trap). Your opponent selects 1 card of that type from his/her Deck and sends it to the Graveyard. Also, if this card is destroyed and sent to the Graveyard by your opponent's card effect, it is Special Summoned to the field during your next Standby Phase. (Common) |
Rating: 1 out of 5 Has those fake glow-in-the-dark teeth from places like Chuck E. Cheeses and poor skills otherwise. |
Zombie
Madness (SD2-EN002) Master Kyonshee EARTH / Normal Monster / Level 4 / ATK 1750 / DEF 1000 (Zombie / Normal) A wandering Kyonshee searching for a strong rival to defeat. They say he was known as the master of all martial arts. (Common) |
Rating: 1 out of 5 That's a bold idea for something with those stats. |
Zombie
Madness (SD2-EN001) Vampire Genesis DARK / Effect Monster / Level 8 / ATK 3000 / DEF 2100 (Zombie / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 1 "Vampire Lord" on your side of the field from play. Discard 1 Zombie-Type monster from your hand to the Graveyard to select and Special Summon 1 Zombie-Type monster from your Graveyard with a Level less than the discarded Zombie-Type monster. You can only use this effect once per turn. (Ultra Rare) |
Rating: 1 out of 5 You're much better off with the Spell Card further up. |
Dragon's
Roar (SD1-EN028) Curse of Anubis TRAP / Normal Trap All face-up Effect Monsters on the field are changed to Defense Position. During the turn this card is activated, the original DEF of those Effect Monsters become 0, and their battle positions cannot be changed, except with a card effect. (Common) |
Rating: 2 out of 5 Since all of them go to Defense Mode, it doesn't cause much harm. |
Dragon's
Roar (SD1-EN027) Trap Jammer TRAP / Counter Trap You can only activate this card when your opponent activates a Trap Card during the Battle Phase. Negate the activation of the Trap Card and destroy it. (Common) |
Rating: 3 out of 5 No fee and it blocks any Trap used during the Battle Phase like Mirror Force. |
Dragon's
Roar (SD1-EN026) Interdimensional Matter Transporter TRAP / Normal Trap Select 1 face-up monster on your side of the field and remove it from play until the End Phase of the turn. (Common) |
Rating: 1 out of 5 Sparing your monster isn't worth taking probably direct damage. |
Dragon's
Roar (SD1-EN025) Reckless Greed TRAP / Normal Trap Draw 2 cards, and after that skip your next 2 Draw Phases. (Common) |
Rating: 2 out of 5 Really comes down to your draws from this. |
Dragon's
Roar (SD1-EN024) Dragon's Rage TRAP / Continuous Trap When a Dragon-Type monster on your side of the field 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. (Common) |
Rating: 2 out of 5 Strong Dragons benefit with this, but weak ones do not. |
Dragon's
Roar (SD1-EN023) The Dragon's Bead TRAP / Continuous Trap Discard 1 card from your hand. Negate the effect of a Trap Card that targets 1 face-up Dragon-Type monster and destroy the Trap Card. (Common) |
Rating: 2 out of 5 Less pricy than Seven Tools (#45) and you can use it mutliple times per turn. |
Dragon's
Roar (SD1-EN022) Ceasefire TRAP / Normal Trap Flip all face-down Defense Position monsters on the field face-up. Flip Effects are not activated at this time. Inflict 500 points of damage to your opponent's Life Points for each Effect Monster on the field. (Common) |
Rating: 3 out of 5 Many monsters these days are Effect Monsters so that's probably at least 1500 damage per use. |
Dragon's
Roar (SD1-EN021) Call of the Haunted TRAP / Continuous Trap Select 1 monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is removed from the field, destroy the monster. When the monster is destroyed, destroy this card. (Common) |
Rating: 3 out of 5 An oldie, but goldie as it's a good replacement for Monster Reborn. (#35) |
Dragon's
Roar (SD1-EN020) The Graveyard in the Fourth Dimension SPELL / Normal Spell Add 2 monster in your Graveyard that have "LV" in their card name to your Deck and shuffle it. (Common) |
Rating: 2 out of 5 No draws, and it's quite restrained. |
Dragon's
Roar (SD1-EN019) Reload SPELL / Quick-Play Spell Add your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck. (Common) |
Rating: 2 out of 5 Risky to say the least, but we don't have many options. |
Dragon's
Roar (SD1-EN018) Creature Swap SPELL / Normal Spell Both players select 1 monster from their respective sides of the field and switch control of those monsters with each other. The selected monsters cannot change their battle positions this turn. (Common) |
Rating: 2 out of 5 With the more potent card (Snatch Steal) at 1, this makes for an okay replacement. |
Dragon's
Roar (SD1-EN017) Stamping Destruction SPELL / Normal Spell You can activate this card when you have a face-up Dragon-Type monster on your side of the field. Destroy 1 Spell or Trap Card on the field and inflict 500 points of damage to the controller of that card. (Common) |
Rating: 2 out of 5 Deals little damage for being a more restrained MST. |
Dragon's
Roar (SD1-EN016) Heavy Storm SPELL / Normal Spell Destroy all Spell and Trap Cards on the field. (Common) |
Rating: 4 out of 5 Potent enough to be limited to 1 per Deck, and it's easy to see why. |
Dragon's
Roar (SD1-EN015) Pot of Greed SPELL / Normal Spell Draw 2 cards from your Deck. (Common) |
Rating: 4 out of 5 Doesn't get much better than 2 free draws, and it's not even Forbidden. |
Dragon's
Roar (SD1-EN014) Swords of Revealing Light SPELL / Normal Spell Flip all face-down monsters on your opponent's side of the field face-up. This card remains face-up on the field for 3 of your opponent's turns. As long as this card remains face-up on the field, your opponent cannot declare an attack. (Common) |
Rating: 3 out of 5 A 3-turn lockdown for the opponent is quite useful. |
Dragon's
Roar (SD1-EN013) Premature Burial SPELL / Equip Spell Pay 800 Life Points. Select 1 monster from your Graveyard, Special Summon it on the field in face-up Attack Position, and equip it with this card. When this card is destroyed, destroy the equipped monster. (Common) |
Rating: 3 out of 5 A lot like Call of the Haunted, but as a Spell Card with a small fee. |
Dragon's
Roar (SD1-EN012) Nobleman of Crossout SPELL / Normal Spell Destroy 1 face-down monster and remove it from play. If the monster is a Flip Effect Monster, both players check their respective Decks and remove all monsters of the same name from play. Then shuffle the Decks. (Common) |
Rating: 2 out of 5 Certainly useful if you lack the monster that was taken out of play, but pretty bad otherwise. |
Dragon's
Roar (SD1-EN011) Mystical Space Typhoon SPELL / Quick-Play Spell Destroy 1 Spell or Trap Card on the field. (Common) |
Rating: 3 out of 5 Simplicity is best in this game, and you can see why here. |
Dragon's
Roar (SD1-EN010) Snatch Steal SPELL / Equip Spell Take control of a monster on your opponent's side of the field that is equipped with this card. Increase your opponent's Life Points by 1000 points during each of his/her Standby Phases. (Common) |
Rating: 4 out of 5 Virtually no strings attached, making it the best way to take control of monsters left in the game. |
Dragon's
Roar (SD1-EN009) Masked Dragon FIRE / Effect Monster / Level 3 / ATK 1400 / DEF 1100 (Dragon / Effect) When this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 Dragon-Type monster with an ATK of 1500 or less to your side of the field from your Deck. Then shuffle your Deck. (Common) |
Rating: 2 out of 5 Little beyond another copy of this is even remotely useful. |
Dragon's
Roar (SD1-EN008) Element Dragon LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1200 (Dragon / Effect) This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field: ● FIRE: Increase the ATK of this card by 500 points. ● WIND: If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row. (Common) |
Rating: 1 out of 5 Situational effects do not belong on a monster this weak. |
Dragon's
Roar (SD1-EN007) Red-Eyes B. Chick DARK / Effect Monster / Level 1 / ATK 800 / DEF 500 (Dragon / Effect) Send this face-up card on your side of the field to the Graveyard to Special Summon 1 "Red-Eyes B. Dragon" from your hand. (Common) |
Rating: 1 out of 5 One "Normal Monster" leads to the true Normal Monster of the two. |
Dragon's
Roar (SD1-EN006) Armed Dragon LV5 WIND / Effect Monster / Level 5 / ATK 2400 / DEF 1700 (Dragon / Effect) Send 1 Monster Card from your hand to the Graveyard to destroy 1 face-up monster on your opponent's side of the field with an ATK equal to or less than the ATK of the sent monster. During the End Phase of a turn that this card destroyed a monster as a result of battle, send this card to the Graveyard to Special Summon 1 "Armed Dragon LV7" from you hand or Deck. (Common) |
Rating: 3 out of 5 The effect doesn't even prevent itself or LV7 (#12) from attacking, and it's decent on its own too. |
Dragon's
Roar (SD1-EN005) Armed Dragon LV3 WIND / Effect Monster / Level 3 / ATK 1200 / DEF 900 (Dragon / Effect) During your Standby Phase, send this face-up card to the Graveyard to Special Summon 1 "Armed Dragon LV5" from your hand or Deck. (Common) |
Rating: 1 out of 5 That's two turns you're probably waiting for likely no result other than big damage. |
Dragon's
Roar (SD1-EN004) Twin-Headed Behemoth WIND / Effect Monster / Level 3 / ATK 1500 / DEF 1200 (Dragon / Effect) If this card is destroyed and sent from the field to the Graveyard, it will be Special Summoned during the End Phase with ATK and DEF of 1000. You can only use this effect once in the Duel. (Common) |
Rating: 2 out of 5 Why once per Duel? Effect is too slow to make it useful at all. |
Dragon's
Roar (SD1-EN003) Luster Dragon WIND / Normal Monster / Level 4 / ATK 1900 / DEF 1600 (Dragon / Normal) A very beautiful dragon covered with sapphire. It does not like fights, but has incredibly high attack power. (Common) |
Rating: 3 out of 5 Sure does have high ATK, and well worth any Deck you use it in. |
Dragon's
Roar (SD1-EN002) Red-Eyes B. Dragon (4th artwork) DARK / Normal Monster / Level 7 / ATK 2400 / DEF 2000 (Dragon / Normal) A ferocious dragon with a deadly attack. (Common) |
Rating: 1 out of 5 Didn't take it long to be outclassed, and even with the "upgrade" it's still bad. |
Dragon's
Roar (SD1-EN001) Red-Eyes Darkness Dragon DARK / Effect Monster / Level 9 / ATK 2400 / DEF 2000 (Dragon / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Red-Eyes B. Dragon" on your side of the field. Increase the ATK of this card by 300 points for each Dragon-Type monster in your Graveyard. (Ultra Rare) |
Rating: 1 out of 5 The one Tribute it requires is the one that isn't worth it. Doesn't do much once on the field either. |