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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

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Unrated Card Ratings (Page 55)

The Infinity Chasers
INCH-EN004
Infinitrack Drag Shovel
EARTH / Machine / Level 5 / ATK 1500 / DEF 2100
You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish 1 Machine monster from your GY; add 1 "Spin Turn" from your Deck to your hand. You can only use each effect of "Infinitrack Drag Shovel" once per turn.
SUPER RARE
Rating: 1
Comments: This guy too searches a support card that isn't too specific but that support card sucks and thus so does this card.
INCH-EN003
Infinitrack Crab Crane
EARTH / Machine / Level 5 / ATK 2100 / DEF 500
You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish 1 Machine monster from your GY; add 1 "Outrigger Extension" from your Deck to your hand. You can only use each effect of "Infinitrack Crab Crane" once per turn.
SUPER RARE
Rating: 2
Comments: The 2nd effect is this card's only use because the 1st effect is pretty bad given you're still Tributing a monster to bring it out. The 2nd effect also gets a card that isn't specific to Infinitracks completely.
INCH-EN002
Infinitrack Anchor Drill
EARTH / Machine / Level 4 / ATK 1800 / DEF 500
If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.
SECRET RARE
Rating: 3
Comments: It seems the common theme with these guys is to be able to alter their Levels with other Machine-Type monsters and this guy also boasts 1800 ATK and a low Level so it's certainly a good choice, moreso than other monsters like it.
INCH-EN001
Infinitrack Harvester
EARTH / Machine / Level 2 / ATK 0 / DEF 2100
If this card is Normal or Special Summoned: You can add 1 "Infinitrack" monster from your Deck to your hand, except "Infinitrack Harvester". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Harvester" once per turn.
SECRET RARE
Rating: 3
Comments: Although I can't say for sure that the other members of this Archetype are any good, this card at least has uses in other Decks and not just for its 2100 DEF.
Structure Deck: Soulburner
SDSB-EN043
Salamangreat Balelynx
FIRE / Cyberse-Type Link / ATK 500 / Link-1
Active Link Arrow(s):
Bottom
1 Level 4 or lower Cyberse monster
If this card is Link Summoned: You can add 1 “Salamangreat Sanctuary” from your Deck to your hand. You can only use this effect of "Salamangreat Balelynx" once per turn. If a “Salamangreat” card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
ULTRA RARE
Rating: 1
Comments: Wasted effort all around. 500 ATK isn't going to hold its own and will cost you a good chunk of LP, even with Level 4 or lower monsters and your resulting effects are nothing to make use of.
SDSB-EN042
Salamangreat Miragestallio
FIRE / Cyberse-Type Xyz / Rank 3 / ATK 2000 / DEF 900
2 Level 3 monsters
You can detach 1 material from this card; Special Summon 1 “Salamangreat” monster from your Deck in face-up Defense Position, also for the rest of this turn, you cannot activate monster effects, except FIRE monsters. If this Xyz Summoned card is sent to the GY for the Link Summon of a “Salamangreat” monster: You can target 1 monster on the field; return that monster to the hand. You can only use each effect of “Salamangreat Miragestallio” once per turn.
ULTRA RARE
Rating: 1
Comments: Even for the Salamangreats with higher DEF, this just isn't worth the effort to bring out.
SDSB-EN033
Salamangreat Roar
Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn.
SUPER RARE
Rating: 2
Comments: We don't yet have any good Salamangreat Link Monsters but when/if we get them, this'll be more playable.
SDSB-EN032
Salamangreat Rage
Normal Trap
Activate 1 of these effects.
● Send 1 "Salamangreat" monster from your hand or face-up field to the GY, then target 1 card on the field; destroy it.
● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; destroy cards your opponent controls, up to that monster's Link Rating.
You can only activate 1 "Salamangreat Rage" per turn.
COMMON 
Rating:
Comments: Not much of a rage when the effects are both pretty bad.  
SDSB-EN024
Salamangreat Claw
Equip Spell
Equip only to a "Salamangreat" monster. The equipped monster cannot be destroyed by battle or card effects, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If the equipped monster is a "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material, during each Battle Phase it can make attacks on monsters up to its Link
Rating. You can only control 1 "Salamangreat Claw".
COMMON 
Rating: 1
Comments: If you want to inflict piercing battle damage, use Fairy Meteor Crush and the other effect has no uses whatsoever because the effort outweights the benefits greatly. 
SDSB-EN023
Salamangreat Circle
Quick-Play Spell
Activate 1 of these effects.
● Add 1 "Salamangreat" monster from your Deck to your hand.
● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own.
You can only activate 1 "Salamangreat Circle" per turn.
SUPER RARE 
Rating: 2
Comments: Trust me, the 1st bullet is the only one you need to use as it's way less effort and gets better results.  
SDSB-EN022
Formud Skipper
LIGHT / Cyberse / Level 1 / ATK 0 / DEF 0
During your Main Phase: You can reveal 1 Link Monster in your Extra Deck, and if you do, when you Link Summon this turn, you can treat this card as Link Material with the same name, Type, and Attribute as the revealed monster. If this card is sent to the GY as Link Material: You can add 1 Level 5 or higher Cyberse monster from your Deck to your hand. You can only use each effect of "Formud Skipper" once per turn.
COMMON 
Rating: 2 
Comments: Treating it as a monster in your Extra Deck really isn't going to do you any good because it still has 0 ATK and DEF and most cards do not specifically look for a specific monster unless it's one of the Signature Attack cards, which are mostly pretty bad anyway. 
SDSB-EN006
Salamangreat Beat Bison
FIRE / Cyberse / Level 8 / ATK 2800 / DEF 1000
If you have 3 or more “Salamangreat” monsters in your GY: You can Special Summon this card from your hand in Defense Position. You can target FIRE Link Monsters in your GY, up to the number of face-up cards your opponent controls; return them to the Extra Deck, then, you can negate the effects of face-up cards your opponent controls until the end of this turn, up to the number of cards you returned. You can only use each effect of “Salamangreat Beat Bison” once per turn.
COMMON 
Rating: 1
Comments: From the looks of the artwork, it'll burn up into nothing but ash before it reaches me and that would explain why its effects are so bad.  
SDSB-EN005
Salamangreat Fowl
FIRE / Cyberse / Level 4 / ATK 1800 / DEF 200
If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.
COMMON 
Rating: 3
Comments: No fowl play here when this card was made is its low Level, Attribute and high ATK are good reasons to use it. 
SDSB-EN004
Salamangreat Spinny
FIRE / Cyberse / Level 3 / ATK 1000 / DEF 1500
If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Salamangreat Spinny" once per turn.
SUPER RARE
Rating: 1
Comments: It may have spines but it's no more dangerous than a common housefly. It might as well go back to where it came from where it'll be less likely to be taken advantage of.
SDSB-EN003
Salamangreat Gazelle
FIRE / Cyberse / Level 3 / ATK 1500 / DEF 1000
If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.
SUPER RARE
Rating: 2
Comments: Searchable and you can send Salamangreats from your Deck to the Grave to bring it out but still pretty subpar.
SDSB-EN002
Salamangreat Mole
FIRE / Cyberse / Level 1 / ATK 0 / DEF 0
During your Main Phase, if you Link Summoned this turn: You can Special Summon this card from your hand to your zone a Link Monster points to. If you control no monsters: You can banish this card from your GY, then target 5 “Salamangreat” cards in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Salamangreat Mole" once per turn.
COMMON
Rating: 1
Comments: 1 really bad effect coupled with an outclassed effect make for one unplayable monster.
SDSB-EN001
Salamangreat Raccoon
FIRE / Cyberse / Level 1 / ATK 400 / DEF 800
When your "Salamangreat" monster is targeted for an attack by an opponent's monster: You can send this card from your hand to the GY, then target those 2 monsters that would battle; gain LP equal to the ATK of that opponent's monster's, also your targeted monster cannot be destroyed by battle this turn. When your "Salamangreat" monster destroys an opponent's monster by battle and sends it to the GY, while this card is in your GY: You can add this card to your hand. You can only use this effect of "Salamangreat Raccoon" once per turn.
COMMON
Rating: 2
Comments:  It only works with battling Salamangreats but Parro can work on its own and thus you can use this with Parro for extra LP but that's about it.
Legendary Duelists: Sisters of the Rose (Continued)
LED4-EN049
Lunalight Serenade Dance
Continuous Trap
When a Fusion Monster(s) is Fusion Summoned to your field (except during the Damage Step): You can target 1 of those monsters; apply these effects in sequence.
● Special Summon 1 "Lunalight Token" (Beast-Warrior/DARK/Level 4/ATK 2000/
DEF 2000) to your opponent's field. ● That target gains 500 ATK for each monster your opponent controls (even if this card leaves the field).
During your Main Phase: You can banish this card from your GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 "Lunalight" monster from your Deck. You can only use this effect of "Lunalight Serenade Dance" once per turn.
SUPER RARE
Rating: 1
Comments: When a card has strict activation requirements, you expect to be rewarded equally for it but Konami never seems to allow that and they don't here because your opponent gets a free Token while you need to bring out a Fusion Monster, banish this card from your Grave and ditch another card in your hand just to bring out a Lunalight monster from your Deck.
LED4-EN048
Lunalight Fusion
Normal Spell
Fusion Summon 1 "Lunalight" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use 1 "Lunalight" monster in your Deck or Extra Deck as Fusion Material. You can only activate 1 "Lunalight Fusion" per turn.
SUPER RARE
Rating: 1
Comments: It's really not much better than Polymerization considering it only allows 1 bonus material from the Deck and only if your opponent has a monster Special Summoned from the Extra Deck.
LED4-EN047
Lunalight Yellow Marten
DARK / Beast-Warrior / Level 4 / ATK 800 / DEF 2000
If this card is in your hand or GY: You can target 1 "Lunalight" card you control, except "Lunalight Yellow Marten"; return it to the hand, and if you do, Special Summon this card in Defense Position, but banish this card when it leaves the field. If this card is sent to the GY by a card effect: You can add 1 "Lunalight" Spell/Trap from your Deck to your hand. You can only use each effect of "Lunalight Yellow Marten" once per turn.
RARE
Rating: 2
Comments: Not much going for it apart from 2000 DEF because as per usual Konami makes sure cards are as barely playable as possible, even in Decks they're meant to go in.