| EXFO-EN019 | 
	
		|  | Mekk-Knight Indigo Eclipse LIGHT / Psychic / Level 8 / ATK 2400 / DEF 2400
 If 2 or more cards are in the same column, you can Special Summon this 
		card (from your hand) in that column. You can only Special Summon 
		"Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn 
		(Quick Effect): You can target 1 "Mekk-Knight" monster you control; move 
		that target to another of your Main Monster Zones.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Not sure what good it'll do to move one of its 
		friends to another column when you've already brought it out on the 
		field and it can't do much once it's on the field. This guy isn't really 
		any better. | 
	
		| EXFO-EN018 | 
	
		|  | Mekk-Knight Red Moon LIGHT / Psychic / Level 7 / ATK 2300 / DEF 2600
 If 2 or more cards are in the same column, you can Special Summon this 
		card (from your hand) in that column. You can only Special Summon 
		"Mekk-Knight Red Moon" once per turn this way. You can banish 1 
		"Mekk-Knight" monster from your GY, then target 1 face-up monster in 
		this card's column; destroy it.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | So far, these Mekk-Knights are looking more like 
		"Meh-Knights" given they're not all that good and thiis guy is proof of 
		that with the only good thing about it is its DEF, which is marginally 
		so. | 
	
		| EXFO-EN017 | 
	
		|  | Mekk-Knight Yellow Star LIGHT / Psychic / Level 7 / ATK 2200 / DEF 2800
 If 2 or more cards are in the same column, you can Special Summon this 
		card (from your hand) in that column. You can only Special Summon 
		"Mekk-Knight Yellow Star" once per turn this way. You can banish 1 
		"Mekk-Knight" monster from your GY, then target 1 Spell/Trap in this 
		card's column; destroy it.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It's a low-end 2/5 considering its DEF is the 
		only reason to use it as neither effect do much for it. | 
	
		| EXFO-EN016 | 
	
		|  | Mekk-Knight Orange Sunset LIGHT / Psychic / Level 6 / ATK 800 / DEF 3000
 If 2 or more cards are in the same column, you can Special Summon this 
		card (from your hand) in that column. You can only Special Summon 
		"Mekk-Knight Orange Sunset" once per turn this way. If an opponent's 
		card in this card's column is destroyed by battle, or leaves the field: 
		You can Special Summon 1 "Mekk-Knight" monster from your hand.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | 3000 DEF will certainly fend off most monsters 
		its Level/Rank or lower and you don't have to Normal Summon it to get it 
		on the field but the last effect is the most useful. | 
	
		| EXFO-EN015 | 
	
		|  | Mekk-Knight Green Horizon LIGHT / Psychic / Level 6 / ATK 2100 / DEF 1600
 If 2 or more cards are in the same column, you can Special Summon this 
		card (from your hand) in that column. You can only Special Summon 
		"Mekk-Knight Green Horizon" once per turn this way. When an attack is 
		declared involved this card and an opponent's monster in this card's 
		column: You can target 1 "Mekk-Knight" monster in your GY; add it to 
		your hand.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | So these guys like card columns it seems because 
		their effects revolve around it. Too bad no one cared for them back when 
		they first became a thing in Cyberdark Impact. Still, the effects aren't 
		too bad. | 
	
		| EXFO-EN014 | 
	
		|  | Mekk-Knight Blue Sky LIGHT / Psychic / Level 5 / ATK 2000 / DEF 2500
 If 2 or more cards are in the same column, you can Special Summon this 
		card (from your hand) to that column. You can only Special Summon 
		"Mekk-Knight Blue Sky" once per turn this way. If this card is Normal or 
		Special Summoned from the hand: You can add "Mekk-Knight" monsters with 
		different names, except "Mekk-Knight Blue Sky", from your Deck to your 
		hand, equal to the number of your opponent's cards in this card's 
		column. You can only use this effect of "Mekk-Knight Blue Sky" once per 
		turn.
 SECRET RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It'll join whatever card column has been set-up 
		and thus give you access to more of its friends but isn't very strong 
		for its Level. | 
	
		| EXFO-EN013 | 
	
		|  | Tindangle Intruder DARK / Fiend-Type Flip / Level 6 / ATK 2200 / DEF 0
 FLIP: You can add 1 "Tindangle" card from your Deck to your hand.
 When this card is Normal Summoned: You can send 1 "Tindangle" card from 
		your Deck to the GY. If a monster(s) is Special Summoned to your field 
		in face-down Defense Position while this card is in your GY: Special 
		Summon this card in face-down Defense Position (this is not optional). 
		You can only use each effect of "Tindangle Intruder" once per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | A self-revival effect that isn't optional isn't 
		that bad and there are a few cards that Special Summon face-down but 
		with 0 DEF to help out, it's not all that good either. | 
	
		| EXFO-EN012 | 
	
		|  | Tindangle Protector DARK / Fiend-Type Flip / Level 3 / ATK 800 / DEF 1600
 FLIP: You can change up to 3 face-down Defense Position monsters you 
		control to face-up Defense Position, then if all those monsters are 
		"Tindangle" monsters, you can add up to that many "Tindangle" cards from 
		your Deck to your hand. You can only use this effect of "Tindangle 
		Protector" once per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It can help reset the Flip effects of its 
		friends but there aren't that many and they're pretty vulnerable, 
		especially given that your opponent will already know what their effects 
		are. | 
	
		| EXFO-EN011 | 
	
		|  | Tindangle Hound DARK / Fiend-Type Flip / Level 7 / ATK 2500 / DEF 0
 FLIP: You can target 1 other face-up monster on the field; this card 
		gains ATK equal to that target's original ATK, then change that target 
		to face-down Defense Position.
 Each monster your opponent controls loses 1000 ATK for each monster 
		linked to it. If this card is destroyed by battle or card effect and 
		sent to the GY: You can target 1 face-down monster on the field; change 
		it to face-up Defense Position.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It won't do much good if you're trying to 
		activate its 1st effect given that 0 DEF. Still, as a beatstick that 
		drains your opponent's monsters a fair bit, it's not all that bad but 
		not great. | 
	
		| EXFO-EN010 | 
	
		|  | Tindangle Base Gardna DARK / Fiend / Level 5 / ATK 0 / DEF 2300
 If you control a face-down Defense Position monster, you can Special 
		Summon this card (from your hand) in Defense Position. You can only 
		Special Summon "Tindangle Base Gardna" once per turn this way. If a 
		monster(s) is Normal or Special Summoned, and is now pointed to by an 
		opponent's Link Monster (except during the Damage Step): You can Tribute 
		this card; Special Summon 1 "Tindangle" monster from your hand or Deck 
		in Attack Position or face-down Defense Position.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Controlling a face-down monster is fairly 
		simple, especially if you're running lots of Flip monsters or the likes 
		of Guardian Sphinx. Still, if you don't have the luxary when this card 
		is drawn, you'll have to find a way to make that happen or bring it out 
		another way. Honestly, its DEF is rather low for a Level 5 monster given 
		the number of Level 4 monsters with higher or slightly lower DEF that 
		are better than this. | 
	
		| EXFO-EN009 | 
	
		|  | Tindangle Angel DARK / Fiend-Type Flip / Level 4 / ATK 500 / DEF 1800
 FLIP: You can Special Summon 1 Flip monster from your hand or GY in 
		face-down Defense Position, except "Tindangle Angel", then if it is your 
		opponent's Battle Phase, end the Battle Phase. You can only use this 
		effect of "Tindangle Angel" once per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Its 1800 DEF may help it survive but if not, 
		you'll get a new monster to replace it and that can be quite helpful, 
		especially if it stops your opponent's remaining attacks. Still, would 
		be nice if I could Set another copy of this for next turn. | 
	
		| EXFO-EN008 | 
	
		|  | Metalrokket Dragon DARK / Dragon / Level 4 / ATK 1700 / DEF 1400
 When a Link Monster's effect is activated that targets this face-up card 
		on the field (Quick Effect): You can destroy this card, then destroy all 
		your opponent's cards in the column this card was in. During the End 
		Phase, if this card is in the GY because it was destroyed on the field 
		by battle or card effect and sent there this turn: You can Special 
		Summon 1 "Rokket" monster from your Deck, except "Metalrokket Dragon". 
		You can only use each effect of "Metalrokket Dragon" once per turn.
 RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Are we really just copy-pasting the effects onto 
		each member of the family? That's what it looks like here and it's not 
		helping them much. | 
	
		| EXFO-EN007 | 
	
		|  | Shelrokket Dragon DARK / Dragon / Level 2 / ATK 1100 / DEF 2000
 When a Link Monster's effect is activated that targets this face-up card 
		on the field (Quick Effect): You can destroy this card, then destroy 1 
		monster in the column this card was in, and if you do, destroy any 
		monsters in that card's adjacent zones. During the End Phase, if this 
		card is in the GY because it was destroyed on the field by battle or 
		card effect and sent there this turn: You can Special Summon 1 "Rokket" 
		monster from your Deck, except "Shelrokket Dragon". You can only use 
		each effect of "Shelrokket Dragon" once per turn.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It self-destructs to get rid of other threats 
		and bring out another of its friends but aside from its 2000 DEF, it's 
		not that good. | 
	
		| EXFO-EN006 | 
	
		|  | Linkbelt Wall Dragon EARTH / Dragon / Level 6 / ATK 0 / DEF 2100
 Cannot be Normal Summoned/Set. Must be Special Summoned by its own 
		effect. When you Link Summon: You can Special Summon this card from your 
		hand, and if you do, place 2 counters on it. If a monster is Link 
		Summoned: Remove 2 of these counters from this card (or all, if less 
		than 2). Once per turn, during each Standby Phase: Place 1 of these 
		counters on this card. No monster can be Link Summoned unless this card 
		has at least as many of these counters as that monster's Link Rating. 
		Monsters cannot attack, except Link Monsters.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | That wall of text sure isn't helping 
		its playability or allowing it to survive long on the field. I can't 
		even rate it for its 2100 DEF as there are monsters with that DEF or 
		higher that are better. | 
	
		| EXFO-EN005 | 
	
		|  | Bitrooper EARTH / Cyberse / Level 4 / ATK 1500 / DEF 2000
 You can send 1 Level 2 or lower monster from your hand to the GY; 
		Special Summon this card from your hand. You can only use this effect of 
		"Bitrooper" once per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | 2 stars only for its 2000 DEF and not required 
		to use the effect to bring it out. | 
	
		| EXFO-EN004 | 
	
		|  | Flick Clown DARK / Cyberse / Level 4 / ATK 1000 / DEF 1400
 If you control at least 2 other Cyberse monsters and you have no cards 
		in your hand: You can pay 1000 LP; draw 1 card. You can only use this 
		effect of "Flick Clown" once per turn.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | There are less costly ways to draw cards than 
		this. | 
	
		| EXFO-EN003 | 
	
		|  | Striping Partner LIGHT / Cyberse / Level 4 / ATK 1200 / DEF 1600
 Cannot be Normal Summoned/Set. Must be Special Summoned by the following 
		effect. If the effect activation of a monster you control is negated 
		(except during the Damage Step): You can Special Summon this card from 
		your hand. When this card is Special Summoned: You can target 1 Level 4 
		or lower Cyberse monster in your GY; Special Summon it. You can only use 
		this effect of "Striping Partner" once per turn.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Not a partner you should consider for any job or 
		task consdering it's very strict on how it accompanies your other 
		monster(s). Plus, it's not very strong in ATK or DEF. | 
	
		| EXFO-EN002 | 
	
		|  | Lockout Gardna EARTH / Cyberse / Level 3 / ATK 1000 / DEF 1000
 When an opponent's monster declares a direct attack: You can Special 
		Summon this card from your hand in Attack Position, and if you do, it 
		cannot be destroyed by battle this turn. When an effect of a monster 
		your opponent controls is activated that targets 1 Cyberse monster you 
		control (and no other cards) (Quick Effect): You can negate the effects 
		of both that Cyberse monster you control and that opponent's monster 
		until the end of this turn.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Neither effect is really worth using when cards 
		released before it like Effect Veiler and Battler Fader already outclass 
		it by a wide margin. | 
	
		| EXFO-EN001 | 
	
		|  | Zombino EARTH / Zombie / Level 4 / ATK 2000 / DEF 0
 The two are so close
 They die and return to life
 Inseparable
 COMMON
 | 
	
		| Rating: | 3 | 
	
		| Comments: | Not only is it a good Zombie-Type monster but 
		it's a good Level 4 and Normal Monster too so you probably can build a 
		Deck on Level 4 Normal Monsters with 2000 ATK now. | 
	
		| EXFO-EN000 | 
	
		|  | Yoko-Zuna Sumo Spirit WIND / Warrior, Pendulum and Spirit / Level 5 / ATK 2400 / DEF 1000 / 
		Scale 1
 If a monster(s) is Pendulum Summoned: 
		Return this card from the Pendulum Zone to the hand.
 When this card is Normal Summoned: You 
		can send to the GY all monsters your opponent controls in the same 
		column as the card(s) in your Pendulum Zones. Once per turn, during the 
		End Phase, if this card was Normal Summoned or flipped face-up this 
		turn: Return this card to the hand.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | As much as I'd love to give it a high rating, I 
		can't thanks to its two Spirit monster effects that render it pretty 
		much useless. |