*Also available as an Ultimate Rare card |
SECE-EN019* |
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Infernoid Onuncu
FIRE / Fiend / Level 10 / ATK 3000 / DEF 3000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand
or Graveyard) by banishing 3 "Infernoid" monsters from your hand or
Graveyard while the total Levels and Ranks of all Effect Monsters you
control are 8 or lower, and cannot be Special Summoned by other ways.
When this card is Special Summoned: You can destroy all other monsters
on the field. Once per turn, during either player's turn, when a
Spell/Trap Card or effect is activated: You can Tribute 1 monster;
negate the activation, and if you do, banish that card.
SECRET RARE |
Rating: |
1 |
Comments: |
You know an archetype is bad when even their
boss monster is bad because while this guy has respectable
stats, he also has the highest summoning requirements of all members of
the archetype and being able to get rid of all other monsters out only
happens when Special Summoned, not to mention negating a Spell or Trap
requires you to lose one of your monsters and you won't be able to do
that for long. |
SECE-EN018 |
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Infernoid Attondel
FIRE / Fiend / Level 8 / ATK 2800 / DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand
or Graveyard) by banishing 2 "Infernoid" monsters from your hand or
Graveyard while the total Levels and Ranks of all Effect Monsters you
control are 8 or lower, and cannot be Special Summoned by other ways.
When this card destroys an opponent's monster by battle and sends it to
the Graveyard: You can activate this effect; this card can make a second
attack in a row. Once per turn, during either player's turn: You can
Tribute 1 monster, then target 1 card in your opponent's Graveyard;
banish it.
COMMON |
Rating: |
1 |
Comments: |
Being able to make a 2nd attack with 2800 ATK isn't
all that bad but monsters that can attack twice already exist, are
easier to Summon and have higher DEF. |
SECE-EN017 |
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Infernoid Seitsemas
FIRE / Fiend / Level 7 / ATK 2600 / DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand
or Graveyard) by banishing 2 "Infernoid" monsters from your hand or
Graveyard while the total Levels and Ranks of all Effect Monsters you
control are 8 or lower, and cannot be Special Summoned by other ways. If
this card attacks an opponent's monster, this effect can be activated at
the end of the Battle Phase: Banish 1 card on the field. Once per turn,
during either player's turn: You can Tribute 1 monster, then target 1
card in your opponent's Graveyard; banish it.
COMMON |
Rating: |
1 |
Comments: |
Much like the previous one, this guy needs 2 of its
friends to be banished just to have it hit the field and be very little
of a threat, especially since its own banishing effect waits until the
end of the Battle Phase and with 0 DEF, it's no match for 99.9% of all
monsters in the game. |
SECE-EN016 |
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Infernoid Piaty
FIRE / Fiend / Level 5 / ATK 2200 / DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand
or Graveyard) by banishing 2 "Infernoid" monsters from your hand or
Graveyard while the total Levels and Ranks of all Effect Monsters you
control are 8 or lower, and cannot be Special Summoned by other ways.
When this card inflicts battle damage to your opponent by attacking an
opponent's monster: You can send 1 random card from your opponent's hand
to the Graveyard. Once per turn, during either player's turn: You can
Tribute 1 monster, then target 1 card in your opponent's Graveyard;
banish it.
COMMON |
Rating: |
1 |
Comments: |
Sending a random card hardly ever ends up being good
on its own and that's basically the only thing new this card has to
offer as it's stats are matched by Tardy Orc, whom lacks any summoning
requirement and has virtually no drawbacks at all. |
SECE-EN015 |
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Infernoid Patrulea
FIRE / Fiend / Level 4 / ATK 1800 / DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand)
by banishing 1 "Infernoid" monster from your hand or Graveyard while the
total Levels and Ranks of all Effect Monsters you control are 8 or
lower, and cannot be Special Summoned by other ways. Once per turn: You
can target 1 Spell/Trap Card on the field; destroy it. This card cannot
attack the turn you activate this effect. Once per turn, during your
opponent's turn: You can Tribute 1 monster, then target 1 card in your
opponent's Graveyard; banish it (this is a Quick Effect).
RARE |
Rating: |
1 |
Comments: |
See? I can't even rate an 1800 beatstick in their
archetype the normal rating of 3/5 because of how bad they are. |
SECE-EN014 |
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Infernoid Harmadik
FIRE / Fiend / Level 3 / ATK 1600 / DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand)
by banishing 1 "Infernoid" monster from your hand or Graveyard while the
total Levels and Ranks of all Effect Monsters you control are 8 or
lower, and cannot be Special Summoned by other ways. Once per turn: You
can target 1 monster on the field; destroy it. This card cannot attack
the turn you activate this effect. Once per turn, during your opponent's
turn: You can Tribute 1 monster, then target 1 card in your opponent's
Graveyard; banish it (this is a Quick Effect).
ULTRA RARE |
Rating: |
1 |
Comments: |
So you either get rid of a threat and have this guy
be a sitting duck or you weaken your offense/defense to get rid of 1
card in your opponent's Graveyard. There's NO good reason this card is
Ultra. |
SECE-EN013 |
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Infernoid Antra
FIRE / Fiend / Level 2 / ATK 0 / DEF 2000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand)
by banishing 1 "Infernoid" monster from your hand or Graveyard, while
the total Levels and Ranks of all Effect Monsters you control are 8 or
lower, and cannot be Special Summoned by other ways. Once per turn: You
can target 1 face-up card your opponent controls; return it to the hand.
Once per turn, during your opponent's turn: You can Tribute 1 monster,
then target 1 card in your opponent's Graveyard; banish it (this is a
Quick Effect).
SUPER RARE |
Rating: |
1 |
Comments: |
I normally give some leeway for new archetypes but
this archetype is pathetic. Each one has the exact same terrible
summoning method that prevents them from being revived later and even
for your effort, they offer little else. |
SECE-EN012 |
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Gem-Knight Lapis
EARTH / Rock / Level 3 / ATK 1200 / DEF 100
The best of friends with Lazuli, this soldier deeply cares about the
well-being of her friends.
COMMON |
Rating: |
1 |
Comments: |
The only Fusion Monster dumb enough to list this guy
as Fusion Material is pretty lackluster and I'm sure this guy can't do
much for the "well-being" of its friends. |
SECE-EN011 |
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Raidraptor - Vanishing Lanius
DARK / Winged Beast / Level 4 / ATK 1300 / DEF 1600
Once per turn, during your Main Phase, if this card was Normal or
Special Summoned this turn: You can Special Summon 1 Level 4 or lower "Raidraptor"
monster from your hand.
COMMON |
Rating: |
2 |
Comments: |
The Marauding Captain for Raidraptor monsters and
it's not all that bad since it also activates if Special Summoned but
playing a 2nd copy by the first one's effect won't do you any good since
the effect is once per turn. |
SECE-EN010 |
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Superheavy Samurai Soulbeads
EARTH / Machine / Level 1 / ATK 0 / DEF 0
You can target 1 "Superheavy Samurai" monster you control; equip this
monster from your hand or your side of the field to that target. Each
turn, the first time the monster equipped with this card by this effect
would be destroyed by a card effect, it is not destroyed. When a Defense
Position monster is destroyed by battle and sent to your Graveyard: You
can send this card from your hand to the Graveyard; Special Summon that
monster in Attack Position.
COMMON |
Rating: |
2 |
Comments: |
It helps keep your Superheavy Samurai on the field
but only the first time and you have to discard it to use the 2nd
effect. |
SECE-EN009 |
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Superheavy Samurai Soulpiercer
EARTH / Machine / Level 4 / ATK 1200 / DEF 0
You can target 1 "Superheavy Samurai" monster you control; equip this
monster from your hand or your side of the field to that target. If it
attacks a Defense Position monster, inflict piercing battle damage to
your opponent. If this card is sent from the field to the Graveyard: You
can add 1 "Superheavy Samurai" monster from your Deck to your hand,
except "Superheavy Samurai Soulpiercer".
COMMON |
Rating: |
2 |
Comments: |
It'd be nice if it let its host attack while in
Defense Mode but at least you can equip it from your hand to its host,
it provides piercing battle damage and lets you search out another of
its friends. |
SECE-EN008 |
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Superheavy Samurai Trumpeter
EARTH / Machine-Type Tuner / Level 2 / ATK 300 / DEF 600
If you have no Spell/Trap Cards in your Graveyard, you can Special
Summon this card (from your hand). After this card was Special Summoned
this way, you cannot Special Summon monsters for the rest of this turn,
except "Superheavy Samurai" monsters. If this card is Tributed for the
Tribute Summon of a "Superheavy Samurai" monster and sent to the
Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can
Special Summon this card.
SUPER RARE |
Rating: |
2 |
Comments: |
It aids in the Tribute Summon/Synchro Summon of
high-Level Superheavy Samurais but requires you to have no Spell or Trap
Cards when doing so and that's a downer since it's a Tuner and fairly
weak as a whole. |
SECE-EN007 |
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Superheavy Samurai Flutist
EARTH / Machine / Level 3 / ATK 500 / DEF 1000
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster
from your hand. During either player's turn, when a card or effect is
activated that targets a "Superheavy Samurai" monster you control: You
can banish this card from your Graveyard; negate the activation, and if
you do, destroy that card. You can only use each effect of "Superheavy
Samurai Flutist" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
It can help bring out Big Benkei or Blue Brawler,
which are the best ones so far and can save one of its friends from
destruction but it's limited to once per turn for both effects and you
can more easily bring out both of the aforementioned monsters with Giant
Rat. |
SECE-EN006 |
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Performapal Trump Witch
DARK / Spellcaster-Type Pendulum / Level 1 / ATK 100 / DEF 100 / Scale 4
Once per turn: You can Fusion Summon 1
Fusion Monster from your Extra Deck, using monsters you control as
Fusion Materials.
You can Tribute this card; add 1
"Polymerization" from your Deck or Graveyard to your hand.
RARE |
Rating: |
2 |
Comments: |
Of the two effects, its Pendulum effect is more
useful but the Fusion Materials have to be on the field. |
SECE-EN005 |
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Performapal Stamp Turtle
WATER / Aqua / Level 4 / ATK 100 / DEF 1800
Once per turn: You can target up to 2 face-up monsters on the field;
increase their Levels by 1.
COMMON |
Rating: |
3 |
Comments: |
Helps for a Rank 5 or higher Xyz or Synchro Summon
and can not only survive against most monsters his Level but doesn't
care how he's Summoned to use the effect or whether or not it's just two
copies of him being affected! |
SECE-EN004 |
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Performapal Spikeagle
WIND / Winged Beast / Level 2 / ATK 900 / DEF 900
Once per turn: You can target 1 face-up monster you control; if it
attacks a Defense Position monster this turn, inflict piercing battle
damage to your opponent.
COMMON |
Rating: |
1 |
Comments: |
If you want to have a monster inflict piercing
battle damage, use Fairy Meteor Crush or one of the multiple monsters
with the effect built-in. |
SECE-EN003 |
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Performapal Friendonkey
EARTH / Beast / Level 3 / ATK 1600 / DEF 600
When this card is Normal Summoned: You can Special Summon 1 Level 4 or
lower "Performapal" monster from your hand or Graveyard.
COMMON |
Rating: |
2 |
Comments: |
One of the few Performapals that is remotely close
enough to being good as you can get a 2nd Performapal from your hand
or Graveyard but this guy has to be Normal Summoned. |
SECE-EN002 |
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Performapal Partnaga
EARTH / Reptile-Type Pendulum / Level 5 / ATK 500 / DEF 2100 / Scale 3
Once per turn: You can target 1
face-up monster you control; it gains 300 ATK for each "Performapal"
card you currently control, until the end of this turn.
If this card is Normal or Special
Summoned: You can target 1 monster you control; it gains 300 ATK for
each "Performapal" monster you currently control. Level 5 or lower
monsters cannot attack.
COMMON |
Rating: |
2 |
Comments: |
If nothing else, it has high enough DEF to hold back
a Cyber Dragon or weaker but really needs to be with its friends to get
anything else out of it. |
SECE-EN001 |
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Performapal Fire Mufflerlion
FIRE / Beast-Type Pendulum / Level 3 / ATK 800 / DEF 800 / Scale 5
When a Pendulum Monster you control is
destroyed by battle: You can Special Summon this card from your Pendulum
Zone.
Once per turn, if a Pendulum Monster
you control destroys an opponent's monster by battle, after damage
calculation: You can make that monster you control gain 200 ATK until
the end of the Battle Phase, and if you do, it can make a second attack
in a row.
COMMON |
Rating: |
2 |
Comments: |
You'll have an extra defense if this guy is is in
one of your Pendulum Zones but it isn't likely to stick around after
that and its monster effect is also pretty lackluster as it gives a low
ATK boost, even though it also lets that monster attack twice but much
like its Pendulum Text, it only applies to Pendulum Monsters. |
SECE-EN000 |
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Dragoons of Draconia
FIRE / Beast-Warrior-Type Pendulum / Level 4 / ATK 1800 / DEF 200 /
Scale 2
Once per turn, if a Normal Monster you
control destroys an opponent's monster by battle, after damage
calculation: You can add 1 Level 4 or higher Normal Monster from your
Deck to your hand.
Armed with muskets and iron spears, these
mounted land troops of the Draconia Empire are feared by the Reptier
Kingdom and other bordering nations.
RARE |
Rating: |
4 |
Comments: |
A beatstick that is not only a Pendulum monster but
one with no side-effects at all! Plus when you use it as a Pendulum
Monster, it's low scale is sure to pave the way for your big monsters,
including ones like Blue-Eyes, which can be searched by this card's
effect! |