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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

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Unrated Yu-Gi-Oh Cards (Page 40)

Spirit Warriors
SPWA-EN024
Magical Musket - Cross-Domination
Quick-Play Spell
If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.
SECRET RARE
Rating: 2
Comments: While Darkworld Shackles is better, this can stay out of sight thanks to the abilities of Magical Musketeers and negate the affected monster's effects, though it only lasts one turn and you can't use more than one copy that turn.
SPWA-EN023
Magical Musket - Steady Hands
Quick-Play Spell
Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.
SUPER RARE
Rating: 2
Comments: Limiter Removal for Magical Musketeers but only for one of them and it doesn't self-destruct. Not too bad, especially when used with Magical Musketeers' effects.
SPWA-EN022
Magical Musket Mastermind Zankiel
LIGHT / Fiend / Level 8 / ATK 2500 / DEF 2500
You can Tribute Summon this card face-up by Tributing 1 "Magical Musket" monster. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. Once per turn, during your opponent's End Phase: You can draw cards equal to the number of "Magical Musket" Spell/Trap Cards you activated this turn while this card was face-up on your field. You can only use this effect of "Magical Musket Mastermind Zakiel" once per turn.
SECRET RARE
Rating: 2
Comments: Thankfully, I can Tribute Summon it with one Tribute with at least two ways but your hand or field would have to have at least 2 Magical Musket Spell/Trap Cards to get much out of this because there isn't much else going for this card.
SPWA-EN021
Magical Musketeer Wild
LIGHT / Fiend / Level 4 / ATK 1700 / DEF 900
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 3 "Magical Musket" cards in your GY; shuffle all 3 into the Deck, then draw 1 card. You can only use this effect of "Magical Musketeer Wild" once per turn.
SUPER RARE
Rating: 2
Comments: You probably won't get to use the other effect often but it's not too bad, especially if used with either of the two cards below it.
SPWA-EN020
Magical Musketeer Calamity
LIGHT / Fiend / Level 4 / ATK 1500 / DEF 1300
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 1 "Magical Musket" monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Magical Musketeer Calamity" once per turn.
SUPER RARE
Rating: 2
Comments: If used with Starfire, you'll consistantly get monsters out and with Link Monsters being a thing, you can recycle them over and over.
SPWA-EN019
Magical Musketeer Starfire
LIGHT / Fiend / Level 4 / ATK 1300 / DEF 1700
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.
SECRET RARE
Rating: 2
Comments: This is a bit better since you're adding to your defenses and it can come from either player activating a Spell/Trap.
SPWA-EN018
Magical Musketeer Kidbrave
LIGHT / Fiend / Level 3 / ATK 1600 / DEF 200
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.
SUPER RARE
Rating: 1
Comments: It's pretty weak and the only other effect outside the standard one these guys come with is pretty bad.
SPWA-EN017
Magical Musketeer Doc
LIGHT / Fiend / Level 3 / ATK 1400 / DEF 1200
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.
SUPER RARE
Rating: 2
Comments: Seems Magical Musketeers all have the same basic effect, which'll certainly make them more playable than other archetypes but not by much.
SPWA-EN016
Magical Musketeer Caspar
LIGHT / Fiend / Level 3 / ATK 1200 / DEF 2000
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.
SECRET RARE
Rating: 2
Comments: Haven't gotten to the Magical Musketeer support cards yet but this guy has 2000 DEF and I'm sure they can't be all that bad if I can activate them straight away during either player's turn. The other effect isn't too bad either.
SPWA-EN008
The Six Shinobi
Normal Trap
If you control 6 "Six Samurai" monsters with different Attributes: Skip your opponent's next turn.
SUPER RARE
Rating: 1
Comments: While possible to achieve this, being a Trap Card makes this card slow and the only real way you can achieve this method is with the Extra Monster Zones.
SPWA-EN007
Secret Skills of the Six Samurai
Quick-Play Spell
Send 1 monster you control to the GY, then target 1 of your banished "Six Samurai" monsters; Special Summon it. You can only activate 1 "Secret Skills of the Six Samurai" per turn.
SECRET RARE
Rating: 1
Comments: Not really much better than using D.D.R. - Different Dimension Reincarnation, which does the same thing but isn't restricted to Six Samurai monsters.
SPWA-EN006
Secret Six Samurai - Rihan
LIGHT / Warrior-Type Fusion / Level 5 / ATK 2400 / DEF 2400
3 "Six Samurai" monsters with different Attributes
Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
SECRET RARE
Rating: 1
Comments: For such a strict summoning requirement, it's pretty poor. Sure Six Samurais can achieve them but having to achieve them in the first place is part of why this card is so bad. You don't really get much in return as a whole.
SPWA-EN005
Secret Six Samurai - Kizaru
EARTH / Warrior / Level 4 / ATK 1900 / DEF 1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
SECRET RARE
Rating: 4
Comments: It's a beatstick and that's about all you need to know from this guy to make him worthwhile. The 1st effect probably won't be activated that often anyway.
SPWA-EN004
Secret Six Samurai - Doji
DARK / Warrior / Level 4 / ATK 1700 / DEF 1200
When another "Six Samurai" monster is Normal or Special Summoned to your field (except during the Damage Step): You can send 1 "Six Samurai" card from your Deck to the GY. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
SECRET RARE
Rating: 2
Comments: Not very strong but does set up the Graveyard for when your Six Samurais need saving from destruction (and they often do).
SPWA-EN003
Secret Six Samurai - Hatsume
WATER / Warrior / Level 3 / ATK 1600 / DEF 1500
You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
SECRET RARE
Rating: 1
Comments: With all the ways to revive monsters from the Grave currently legal, this guy has no excuse to be ran for that purpose. The other effect isn't good enough to make his rating higher.
SPWA-EN002
Spirit Six Samurai - Genba
FIRE / Warrior-Type Tuner / Level 2 / ATK 500 / DEF 2100
When this card is Normal Summoned: You can target 1 of your banished "Six Samurai" monsters; add it to your hand. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
SUPER RARE
Rating: 2
Comments: Also a Tuner monster and with a bit higher ATK and DEF, though its effects aren't all that great.
SPWA-EN001
Secret Six Samurai - Fuma
WIND / Warrior-Type Tuner / Level 1 / ATK 200 / DEF 1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
SECRET RARE
Rating: 2
Comments: Six Samurais at least proved to be a worthwhile Deck and are only adding to that here, though this guy's stats only benefit for its effect. It's also a Tuner though.
Structure Deck: Cyberse Link (Continued)
SDCL-EN043
Active Link Arrows Left and Right
Binary Sorceress
EARTH / Cyberse-Type Link / ATK 1600 / Link-2
2 monsters, except Tokens
This card gains these effects based on the number of monsters co-linked to this card.
● 1+: When a monster co-linked to this card battles your opponent's monster and inflicts battle damage to them: You can gain that much LP.
● 2: Once per turn (Quick Effect): You can target 2 face-up monsters you control; until the end of this turn, halve the ATK of 1 monster, and if you do, add that lost ATK the other monster.
SUPER RARE
Rating: 1
Comments: Tri-Gate Wizard was at least as strong as Encode Talker and others. This monster is quite a bit weaker and doesn't have the effects to really make up for it.
SDCL-EN042
Active Link Arrows Top, Left and Right
Tri-Gate Wizard
EARTH / Cyberse-Type Link / ATK 2300 / Link-3
2+ monsters, except Tokens
This card gains these effects based on the number of monsters co-linked to this card.
● 1+: If a monster co-linked to this card battles your opponent's monster, any battle damage it inflicts to your opponent is doubled.
● 2+: Once per turn: You can target 1 card on the field; banish it.
● 3: Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, banish that card.
ULTRA RARE
Rating: 2
Comments: Co-linked implies it has to be linked to another Link Monster and vice-versa but the effects aren't all that bad if you managed to do it. However, while it's also pretty easy to Summon, it's not any stronger than Encode Talker.
SDCL-EN041
Active Link Arrows Top, Bottom and Bottom-Right
Encode Talker
LIGHT / Cyberse-Type Link / ATK 2300 / Link-3
2+ Cyberse monsters
Once per turn, before damage calculation, if your monster this card points to battles an opponent's monster with higher ATK than it: You can make that monster unable to be destroyed by that battle, also you take no battle damage from that battle. After that damage calculation, have this card or 1 monster it points to gain ATK equal to the ATK of that battled opponent's monster, until the end of this turn.
ULTRA RARE
Rating: 2
Comments: Restricted to Cyberse Link Materials and helps your opponent out too as their monster may also be pointed to by this card. Plus, the ATK it gains or gives to another monster doesn't last long. It's also no stronger than Decode Talker.