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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text card ratings Rarity Changes Visual spoiler Card spoiler Improved Effects

Rising Rampage (Page 4)

For info on how these ratings are determined, click here.
*Also a Prismatic Secret Rare card.
RIRA-EN079
Dwimmered Glimmer
Continuous Trap
Activate this card by banishing 1 face-up monster you control or 1 monster in your GY; Special Summon this card as a Normal Monster (Spellcaster/LIGHT/ATK 0/
DEF 0) with the same Level as that banished monster. (This card is also still a Trap.) You can only activate 1 "Dwimmered Glimmer" per turn.
COMMON
Rating: 1
Comments: Seriously? Now I have to lose a monster just for a mediocre Trap Monster effect? There isn't a glimmer of hope for using this.
RIRA-EN078
Setuppercut
Normal Trap
When a monster you control is destroyed by battle: Special Summon 1 monster from your hand or Deck with ATK less than or equal to that destroyed monster, in face-down Defense Position. You can only activate 1 "Setuppercut" per turn.
COMMON
Rating: 1
Comments: Not much of an uppercut when you consider it's an easily seen strategy unlike a real uppercut.
RIRA-EN077*
Storm Dragon's Return
Normal Trap
Target 1 banished monster; Special Summon it to your field, but return it to the hand during the End Phase. You can only activate 1 "Storm Dragon's Return" per turn.
SUPER RARE
Rating: 1
Comments: Regardless of which Storm Dragon is returning, this isn't worth it.
RIRA-EN076
Get Out!
Normal Trap
Target 2 monsters your opponent controls that were Special Summoned from the Extra Deck; shuffle them into the Deck. You can only activate 1 "Get Out!" per turn.
SECRET RARE
Rating: 3
Comments: It doesn't negate their Summons but will undo likely pretty substantial progress your opponent made to get them out.
RIRA-EN075
The Return to the Normal
Normal Trap
When exactly 1 monster is Normal or Special Summoned face-up (except during the Damage Step): Destroy all monsters on the field with less ATK than that monster. You can only activate 1 "The Return to the Normal" per turn.
COMMON
Rating: 2
Comments: It won't do you any good to use this for an opponent's monster but it may help with yours.
RIRA-EN074
World Legacy Bestowal
Normal Trap
Activate 1 of the following effects.
● Send 1 Link Monster your opponent controls to the GY.
● Banish 7 "World Legacy" cards from your GY; add 1 Cyberse monster from your Deck to your hand.
You can only activate 1 "World Legacy Bestowal" per turn.
COMMON
Rating: 2
Comments: Link Monsters are seeing a lot of play these days so your best bet is the 1st bulleted effect as the other one just isn't very good.
RIRA-EN073
Simorgh Sky Battle
Continuous Trap
Winged Beast monsters you control cannot be targeted by your opponent's card effects, or their monsters' attacks, except your Winged Beast monster(s) with the highest ATK. You can send to the GY, this card and 2 "Simorgh" monsters you control with different original Attributes whose original Levels are 7 or higher; return as many cards on the field to the hand as possible, and if you do, take 500 damage for each card returned to the hand, then inflict damage to your opponent equal to the damage you took. You can only use this effect of "Simorgh Sky Battle" once per turn.
COMMON
Rating: 1
Comments: The only good thing this does is prevent your opponent's attacks from targeting your weaker Winged Beasts and we have better options for that.
RIRA-EN072
Fists of the Unrivaled Tenyi
Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control a face-up non-Effect Monster: Negate the activation. If this Set card you control is destroyed by your opponent's card effect: You can Special Summon 1 non-Effect Monster from your Extra Deck.
RARE
Rating: 2
Comments: More support for monsters without effects but that's a very small minority.
RIRA-EN071
Yosenjus' Sword Sting
Normal Trap
If you control no monsters: Reveal up to 2 "Yosenju" monsters with different names in your hand, then target the same number of face-up cards your opponent controls; return them to the hand. You can only activate 1 "Yosenjus' Sword Sting" per turn.
COMMON
Rating: 1
Comments: Not only do you reveal part of your strategy but you're not getting rid of the cards you targeted with the effect, which makes it pointless.
RIRA-EN070
Fortune Lady Rewind
Normal Trap
Target any number of your banished "Fortune Lady" monsters with different names; Special Summon them, but shuffle them into the Deck during the End Phase. You can only activate 1 "Fortune Lady Rewind" per turn.
RARE
Rating: 1
Comments: A rewind isn't going to help Fortune Ladies here unless it goes back to when they were first created.
RIRA-EN069
Marincess Current
Normal Trap
When a "Marincess" Link Monster you control destroys an opponent's monster by battle: Inflict damage to your opponent equal to the Link Rating of that monster you control x 400, then, if you destroyed an opponent's Link Monster by that battle while you controlled a Link-2 or higher "Marincess" monster, inflict damage to your opponent equal to that destroyed monster's Link Rating x 500. You can only activate 1 "Marincess Current" per turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
COMMON
Rating: 1
Comments: Most Marincess Link Monsters are too weak to have any chance of winning a battle during a Duel, which means this card has little-to-no chance of doing anything as well.
RIRA-EN068
Marincess Wave
Normal Trap
If you control a "Marincess" Link Monster: Target 1 face-up monster your opponent controls; negate that face-up monster's effects until the end of this turn, then, if you control a Link-2 or higher "Marincess" monster, all face-up monsters you currently control are unaffected by your opponent's card effects until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
ULTRA RARE
Rating: 1
Comments: Marincess Link Monsters have already proven to be mediocre at best so this card really just isn't worth using, or being Ultra Rare.
RIRA-EN067
Draw Discharge
Normal Trap
When your opponent draws a card(s) by their own card effect: Look at those cards, and if any are monsters, inflict damage to your opponent equal to their combined ATK, and if you do that, banish all cards you looked at. You can only activate 1 "Draw Discharge" per turn.
COMMON
Rating: 2
Comments: Though it's a 1-in-3 chance of getting a Monster Card, you can potentially deal some pretty big damage for free and get rid of everything they drew.
RIRA-EN066
Sextet Summon
Normal Spell
Banish from your hand, GY, and/or face-up field, 6 monsters (1 each Ritual, Fusion, Synchro, Xyz, Pendulum, and Link), each with the same original Type, then Special Summon 1 monster from your Deck or Extra Deck, with the same original Type as those banished monsters. You can only activate 1 "Sextet Summon" per turn.
COMMON
Rating: 1
Comments: This has to be the worst Spell Card in this set. It's so strict as a whole that it's just about impossible to meet the activation requirements. It doesn't even prevent the monster from biting the dust before it can do anything.
RIRA-EN065
Blockout Curtain
Continuous Spell
If a card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead of 1 of those cards. If a card(s) your opponent controls would be destroyed by battle or card effect, you can banish this card from your GY instead of 1 of those cards. You can only use each effect of "Blockout Curtain" once per turn.
COMMON
Rating: 1
Comments: If it doesn't save all of my cards or multiple cards, why even bother? Plus, that's all it has to offer so it's not much a curtain or a blockout.
RIRA-EN064
Psychic Fervor
Quick-Play Spell
During the Battle Phase: Target 1 face-up monster you control; you lose LP equal to its ATK, and if you do, that monster's ATK is doubled until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Psychic Fervor" per turn.
COMMON
Rating: 1
Comments: There's no point in doubling any monster's ATK when you take damage first and that's without even attacking with it. I'd rather pay 500-1000 LP instead.
RIRA-EN063
Hypernova Burst
Normal Spell
Banish, face-down, from your hand and/or face-up field, 2 monsters that cannot be Normal Summoned; draw 2 cards. You can only activate 1 "Hypernova Burst" per turn.
SUPER RARE
Rating: 1
Comments: This basically implies monsters with a summoning requirement and very few are even worth running, let alone with this. This is really only viable if your hand is bad to start with.
RIRA-EN062
Simorgh Repulsion
Normal Spell
Discard 1 Winged Beast monster; return all cards in your opponent's Spell & Trap Zones to the hand. You can banish this card from your GY; reveal 1 Winged Beast monster in your hand, and if you do, reduce the Levels of monsters in your hand with that name by 1 for the rest of this turn (even after they are Summoned). You can only activate 1 "Simorgh Repulsion" per turn.
COMMON
Rating: 2
Comments: This is a bit better than Simorgh Onslaught in that it's pretty one-sided but it's only a 1 turn delay for the 1st effect.
RIRA-EN061
Simorgh Onslaught
Normal Spell
Discard 1 Winged Beast monster; add 2 "Simorgh" monsters with different Attributes from your Deck to your hand. You can banish this card from your GY; reveal 1 Winged Beast monster in your hand, and if you do, reduce the Levels of monsters in your hand with that name by 1 for the rest of this turn (even after they are Summoned). You can only activate 1 "Simorgh Onslaught" per turn.
COMMON
Rating: 2
Comments: Honestly, the 2nd effect is the only viable one as the first has no good members apart from Dark Simorgh.
RIRA-EN060
Elborz, the Sacred Lands of Simorgh
Field Spell
All WIND Winged Beast monsters on the field gain 300 ATK/DEF. You can only use each of the following effects of "Elborz, the Sacred Lands of Simorgh" once per turn.
● You can reveal 1 Level 5 or higher WIND Winged Beast monster in your hand; this turn, you can Normal Summon Winged Beast monsters for 1 less Tribute (even if this card leaves the field).
● If you control a WIND Winged Beast monster, you can: Immediately after this effect resolves, Normal Summon 1 Winged Beast monster.
COMMON
Rating: 2
Comments: It's not entirely support for the new Simorgh monsters but most Winged Beasts aren't good enough to use with this.