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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text card ratings DJCR DJCR Text  Visual spoiler Card spoiler

Secrets of Eternity (Page 1)

*Also available as an Ultimate Rare card
SECE-EN019*
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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!