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Learn to play the TCG. More on these ratings JUSH and PHRE Spoiler
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Multi Rarity Partial Card Ratings (Page 9)

1. Only new cards and those with updated text that changes how they work are included below.
2.
JUSH-EN info: https://yugipedia.com/wiki/Justice_Hunters
3. PHRE-EN info: https://yugipedia.com/wiki/Phantom_Revenge
Phantom Revenge (PHRE-EN041)
Kewl Tune Playlist

TRAP / Normal Trap
Target 1 "Kewl Tune" monster in your field or GY; apply these effects in sequence, also for the rest of this turn after this card resolves, you cannot Special Summon, except Tuners.
● Apply that target's effect that activates when it is sent to the GY as Synchro Material.
● Return that target to the hand.
You can activate up to 2 "Kewl Tune Playlist" per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
Only one song on their playlist and it's far below even the top 50.
Phantom Revenge (PHRE-EN040)
JJ "Kewl Tune"

SPELL / Field Spell
You can Normal Summon 1 Tuner during your Main Phase each turn, in addition to your Normal Summon/Set (you can only gain this effect once per turn). Each "Kewl Tune Loudness War" you control gains 3300 ATK while your opponent has a Tuner in their field or GY. You can Tribute 1 Tuner; add to your hand or Special Summon, 1 "Kewl Tune" monster from your Deck, also you cannot Special Summon for the rest of this turn, except Tuners. You can only use this effect of "JJ "Kewl Tune"" once per turn.
(Super Rare) and (Collector's Rare)
Rating: 1 out of 5
A searchable Double Summon (#56) that is limited to a janky Deck idea.
Phantom Revenge (PHRE-EN039)
Kewl Tune Synchro

SPELL / Quick-Play Spell
Add 1 "Kewl Tune" card from your Deck to your hand, except "Kewl Tune Synchro", then immediately after this effect resolves, you can Synchro Summon 1 Tuner Synchro Monster. You cannot Special Summon for the rest of this turn after this card resolves, except Tuners. You can activate up to 2 "Kewl Tune Synchro" per turn.
(Ultra Rare) and (Starlight Rare)
Rating: 1 out of 5
Spells out exactly what makes it so bad.
Phantom Revenge (PHRE-EN038)
Kewl Tune Loudness War

LIGHT / Synchro Monster / Level 6 / ATK 0 / DEF 3000
(Machine / Synchro / Tuner / Effect)

2+ Tuners
Other Tuners you control cannot be destroyed by card effects, also your opponent cannot target them with card effects. When your opponent activates a card or effect (Quick Effect): You can banish 1 "Kewl Tune" monster from your GY; apply that banished monster's effect that activates when it is sent to the GY as Synchro Material. You can only use this effect of "Kewl Tune Loudness War" once per turn.
(Super Rare) and (Collector's Rare)
Rating: 1 out of 5
All they do is destroy 1 card on the field so this is meaningless too.
Phantom Revenge (PHRE-EN037)
Kewl Tune RS

DARK / Synchro Monster / Level 5 / ATK 1700 / DEF 2400
(Fiend / Synchro / Tuner / Effect)

"Kewl Tune Reco" + 1+ Tuners
Gains 300 ATK for each Tuner in the GYs. The Levels of monsters your opponent controls with 1700 or less original ATK are increased by 1. During the Main Phase (Quick Effect): You can banish 1 Tuner from your GY, then target 1 face-up card your opponent controls; negate its effects until the end of this turn. You can only use this effect of "Kewl Tune RS" once per turn.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Perfectly harmless for anyone facing it.
Phantom Revenge (PHRE-EN036)
Kewl Tune Remix

DARK / Synchro Monster / Level 5 / ATK 1500 / DEF 2000
(Warrior / Synchro / Tuner / Effect)

"Kewl Tune Mix" + 1+ Tuners
Gains 1500 ATK while your opponent has a Tuner in their field or GY. During your opponent's turn (Quick Effect): You can Tribute this card; choose 2 non-Synchro Tuners in your GY, add 1 of them to your hand, and if you do, Special Summon the other, then immediately after this effect resolves, you can Synchro Summon 1 Tuner Synchro Monster. You can only use this effect of "Kewl Tune Remix" once per turn.
(Super Rare)
Rating: 1 out of 5
Certainly is a remix of a bad strategy (#19) from years ago.
Phantom Revenge (PHRE-EN035)
Kewl Tune Track Maker

LIGHT / Synchro Monster / Level 4 / ATK 0 / DEF 2500
(Machine / Synchro / Tuner / Effect)

1 "Kewl Tune" Tuner + 1+ Tuners
If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Track Maker" once per turn. If this card is Special Summoned: You can add 1 "Kewl Tune" card from your Deck to your hand. If this card is sent to the GY as Synchro Material: You can return 1 card your opponent controls to the hand.
(Super Rare) and (Collector's Rare)
Rating: 1 out of 5
They're all offering weak benefits when they're Synchro Material.
Phantom Revenge (PHRE-EN034)
Kewl Tune Cue

LIGHT / Effect Monster / Level 3 / ATK 900 / DEF 1900
(Fairy / Tuner / Effect)

If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Cue" once per turn. If this card is Normal Summoned: You can Special Summon 1 Tuner from your hand, Deck, or GY, except "Kewl Tune Cue", also for the rest of this turn you cannot Special Summon, except Tuners. If this card is sent to the GY as Synchro Material: You can excavate 2 cards from the top of your opponent's Deck, banish 1 of them, and place the other on the top or bottom of the Deck.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 2 out of 5
Naturally meant for the remaining cards, but the DEF is the real highlight.
Phantom Revenge (PHRE-EN033)
Kewl Tune Reco

FIRE / Effect Monster / Level 3 / ATK 1500 / DEF 800
(Fiend / Tuner / Effect)

If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Reco" once per turn. If this card is Normal or Special Summoned: You can add 1 "Kewl Tune" monster from your Deck or GY to your hand, except a Level 3 monster. If this card is sent to the GY as Synchro Material: You can target 1 Spell/Trap your opponent controls; destroy it.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
The Main Deck is nearly done and they're lined up for failure.
Phantom Revenge (PHRE-EN032)
Kewl Tune Clip

DARK / Effect Monster / Level 2 / ATK 800 / DEF 1000
(Thunder / Tuner / Effect)

If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Clip" once per turn. During your opponent's Main Phase, if this card is in your hand (Quick Effect): You can Special Summon this card, then immediately after this effect resolves, you can Synchro Summon 1 Tuner Synchro Monster. If this card is sent to the GY as Synchro Material: You can banish (face-up) 1 random face-down card from your opponent's Extra Deck.
(Super Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Nothing Kewl about bringing out a Tuner Synchro when they all lead to poor effects.
Phantom Revenge (PHRE-EN031)
Kewl Tune Mix

WIND / Effect Monster / Level 2 / ATK 100 / DEF 2000
(Warrior / Tuner / Effect)

If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Mix" once per turn. If this card is Normal or Special Summoned: You can add 1 "Kewl Tune" monster from your Deck or GY to your hand, except a Level 2 monster. If this card is sent to the GY as Synchro Material: You can target 1 monster your opponent controls; destroy it.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 2 out of 5
DEF is pretty good and work for Red Nova Dragon (#42), but 2 Tuners aren't that useful for most cases.
Phantom Revenge (PHRE-EN026)
Enneacraft Reverth

SPELL / Normal Spell
Shuffle any number of "Enneacraft" Monster Cards from your hand and/or face-up field into the Deck/Extra Deck, then draw cards equal to the number shuffled. If your opponent Normal or Special Summons a monster(s), while this card is in your GY (except during the Damage Step): You can banish this card and activate 1 of these effects;
● Special Summon 1 "Enneacraft" monster from your hand in face-down Defense Position.
● Change 1 face-down Defense Position "Enneacraft" monster you control to face-up Defense Position.
You can only activate 1 "Enneacraft Reverth" per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
This doesn't help any of the members.
Phantom Revenge (PHRE-EN025)
Enneacraft Release

SPELL / Normal Spell
Place 1 "Enneacraft" Pendulum Monster from your Deck in your Pendulum Zone. If this card is in your GY, except the turn it was sent there: You can banish it; add 1 face-up "Enneacraft" monster from your Extra Deck to your hand. You can only activate 1 "Enneacraft Release" per turn.
(Super Rare) and (Collector's Rare)
Rating: 2 out of 5
The Level 9s are at least decent, but they're better off as Monster Cards.
Phantom Revenge (PHRE-EN024)
Enneopolis

SPELL / Field Spell
(This card is always treated as an "Enneacraft" card.)
Once per turn, during the End Phase: Remove all E.C. Counters from your field, and if you do, your opponent takes 900 damage for each. You can only use each of the following effects of "Enneapolis" once per turn. You can target any number of "Enneacraft" Pendulum Monster Cards you control; return them to the hand. If an "Enneacraft" Pendulum Monster(s) you control is flipped face-up during the Main Phase: You can choose 1 of them and either return it to the hand or place it in your Pendulum Zone.
(Super Rare)
Rating: 1 out of 5
Sounds like a bad place to live in.
Phantom Revenge (PHRE-EN023)
Enneacraft - Archa.TAIL

LIGHT / Pendulum Monster / Level 9 / ATK 3000 / DEF 2500 / Scale 0 and Scale 0
Pendulum Text
Each time a monster(s) is flipped face-up, place 1 E.C. Counter on this card. At the end of the Battle Phase, if you have an "Enneacraft" card in your other Pendulum Zone: You can target 1 monster your opponent controls with less ATK than this card; destroy it.
(Machine / Pendulum / Flip / Effect)
After this card was flipped face-up, while it is in the Monster Zone, each time a monster(s) is sent to your opponent's GY, they take 900 damage. When your opponent activates a card or effect that would destroy a card(s) on the field (Quick Effect): You can change this face-down card to face-up Defense Position; monsters and "Enneacraft" Spells you control cannot be destroyed by card effects for the rest of this turn. You can reveal this card in your hand; Special Summon 1 monster from your hand in face-down Defense Position. You cannot Special Summon the turn you activate this effect, except in face-down Defense Position.
(Super Rare) and (Collector's Rare)
Rating: 3 out of 5
These guys I can certainly give merit if they become banned.
Phantom Revenge (PHRE-EN022)
Enneacraft - Atori.MAR

LIGHT / Pendulum Monster / Level 9 / ATK 3000 / DEF 2500 / Scale 0 and Scale 0
Pendulum Text
Each time a monster(s) is flipped face-up, place 1 E.C. Counter on this card. At the end of the Battle Phase, if you have an "Enneacraft" card in your other Pendulum Zone: You can target 1 monster your opponent controls with less ATK than this card; destroy it.
(Machine / Pendulum / Flip / Effect)
FLIP: Change all your opponent's monsters to face-down Defense Position. The monsters that were, cannot change their battle positions.
During your turn, when your opponent activates a card or effect on the field (Quick Effect): You can change this face-down card to face-up Defense Position; negate the activation, and if you do, destroy that card. You can reveal this card in your hand; Special Summon 1 monster from your hand in face-down Defense Position. You cannot Special Summon the turn you activate this effect, except in face-down Defense Position.

(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 3 out of 5
These Beatsticks also double as Pendulum Monsters, which really adds to their value.
Phantom Revenge (PHRE-EN021)
Enneacraft - Asta.PIXEA

LIGHT / Pendulum Monster / Level 9 / ATK 3000 / DEF 2500 / Scale 0 and Scale 0
Pendulum Text
Each time a monster(s) is flipped face-up, place 1 E.C. Counter on this card. At the end of the Battle Phase, if you have an "Enneacraft" card in your other Pendulum Zone: You can target 1 monster your opponent controls with less ATK than this card; destroy it.
(Machine / Pendulum / Flip / Effect)
After this card was flipped face-up, while it is in the Monster Zone, your opponent cannot target cards in the field or GYs with card effects. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can change this face-down card to face-up Defense Position; negate that effect, then you can banish (face-down) 1 random card from your opponent's hand. You can reveal this card in your hand; Special Summon 1 monster from your hand in face-down Defense Position. You cannot Special Summon the turn you activate this effect, except in face-down Defense Position.
(Rare) and (Super Rare)
Rating: 3 out of 5
Flipping itself face-down is pretty bad, but it's perfectly useful face-up anyway.
Phantom Revenge (PHRE-EN020)
Enneacraft - Aiza.LEON

LIGHT / Pendulum Monster / Level 9 / ATK 3000 / DEF 2500 / Scale 0 and Scale 0
Pendulum Text
Each time a monster(s) is flipped face-up, place 1 E.C. Counter on this card. At the end of the Battle Phase, if you have an "Enneacraft" card in your other Pendulum Zone: You can target 1 monster your opponent controls with less ATK than this card; destroy it.
(Machine / Pendulum / Flip / Effect)
After this card was flipped face-up, while it is in the Monster Zone, each time your opponent adds a card(s) to their hand by their card effect, they take 900 damage for each card. When your opponent activates a card or effect in response to your card or effect activation (Quick Effect): You can change this face-down card to face-up Defense Position; return up to 3 cards from the field to the hand. You can reveal this card in your hand; Special Summon 1 monster from your hand in face-down Defense Position. You cannot Special Summon the turn you activate this effect, except in face-down Defense Position.
(Super Rare)
Rating: 3 out of 5
Crafted pretty well from what I'm seeing here.
Phantom Revenge (PHRE-EN019)
Enato Enneacraft - "oknirIA"

EARTH / Pendulum Monster / Level 1 / ATK 100 / DEF 1000 / Scale 0 and Scale 0
Pendulum Text
Each time a monster(s) is flipped face-up, place 1 E.C. Counter on this card. You can pay 900 LP; reveal 3 "Enneacraft" cards from your Deck, your opponent randomly picks 1 for you to add to your hand, shuffle the rest into the Deck. You can only use this effect of "Enato Enneacraft - "oknirIA"" once per turn.
(Machine / Pendulum / Flip / Effect)
FLIP: Shuffle up to 3 cards from your opponent's GY and/or banishment into the Deck.
When your opponent activates a card effect in the GY or banishment (Quick Effect): You can change this face-down card to face-up Defense Position; add 1 "Enneacraft" card from your Deck to your hand. You can reveal this card in your hand; Special Summon 1 monster from your hand in face-down Defense Position. You cannot Special Summon the turn you activate this effect, except in face-down Defense Position.

(Rare) and (Super Rare)
Rating: 1 out of 5
The main effect just helps the opponent.
Phantom Revenge (PHRE-EN018)
Ekto Enneacraft - "tromarIA"

EARTH / Pendulum Monster / Level 1 / ATK 100 / DEF 1000 / Scale 0 and Scale 0
Pendulum Text
Each time a monster(s) is flipped face-up, place 1 E.C. Counter on this card. You can pay 900 LP; reveal 3 "Enneacraft" cards from your Deck, your opponent randomly picks 1 for you to add to your hand, shuffle the rest into the Deck. You can only use this effect of "Ekto Enneacraft - "tromarIA"" once per turn.
(Machine / Pendulum / Flip / Effect)
FLIP: Negate the effects of 1 Effect Monster your opponent controls, until the end of this turn.
When your opponent activates a card or effect that includes an effect that Special Summons a monster(s) (Quick Effect): You can change this face-down card to face-up Defense Position; add 1 "Enneacraft" card from your Deck to your hand. You can reveal this card in your hand; Special Summon 1 monster from your hand in face-down Defense Position. You cannot Special Summon the turn you activate this effect, except in face-down Defense Position.

(Rare) and (Super Rare)
Rating: 1 out of 5
Much slower than previous ways to negate Monster Effects.
Phantom Revenge (PHRE-EN017)
Deftero Enneacraft - "alazoneIA"

EARTH / Pendulum Monster / Level 1 / ATK 100 / DEF 1000 / Scale 0 and Scale 0
Pendulum Text
Each time a monster(s) is flipped face-up, place 1 E.C. Counter on this card. You can pay 900 LP; reveal 3 "Enneacraft" cards from your Deck, your opponent randomly picks 1 for you to add to your hand, shuffle the rest into the Deck. You can only use this effect of "Deftero Enneacraft - "alazoneIA"" once per turn.
(Machine / Pendulum / Flip / Effect)
FLIP: Banish (face-up) 1 random card from your opponent's hand, until the End Phase.
When your opponent activates a card or effect that includes an effect that adds a card(s) from the Deck to the hand (Quick Effect): You can change this face-down card to face-up Defense Position; add 1 "Enneacraft" card from your Deck to your hand. You can reveal this card in your hand; Special Summon 1 monster from your hand in face-down Defense Position. You cannot Special Summon the turn you activate this effect, except in face-down Defense Position.

(Rare) and (Super Rare)
Rating: 1 out of 5
So far, these variants on past Flip monsters really aren't holding up well.
Phantom Revenge (PHRE-EN016)
Proto Enneacraft - "orglA"

EARTH / Pendulum Monster / Level 1 / ATK 100 / DEF 1000 / Scale 0 and Scale 0
Pendulum Text
Each time a monster(s) is flipped face-up, place 1 E.C. Counter on this card. You can pay 900 LP; reveal 3 "Enneacraft" cards from your Deck, your opponent randomly picks 1 for you to add to your hand, shuffle the rest into the Deck. You can only use this effect of "Proto Enneacraft - "orgIA"" once per turn.
(Machine / Pendulum / Flip / Effect)
FLIP: Destroy 1 monster your opponent controls.
When your opponent activates a monster effect in the hand (Quick Effect): You can change this face-down card to face-up Defense Position; add 1 "Enneacraft" card from your Deck to your hand. You can reveal this card in your hand; Special Summon 1 monster from your hand in face-down Defense Position. You cannot Special Summon the turn you activate this effect, except in face-down Defense Position.

(Rare) and (Super Rare)
Rating: 2 out of 5
The monster effects are actually pretty generic and this can be Set pretty easily.
Phantom Revenge (PHRE-EN011)
Yad'al-Hecahands

TRAP / Counter Trap
When your opponent activates a Spell/Trap Card, while you control a "Hecahands" monster: Negate the activation, and if you do, destroy that card, then you can Set the destroyed Spell/Trap to your field. You can only activate 1 "Yad'al-Hecahands" per turn.
(Rare) and (Super Rare)
Rating: 2 out of 5
Probably the better Counter Trap of the two.
Phantom Revenge (PHRE-EN010)
Ib'al-Hecahands

TRAP / Counter Trap
When your opponent activates a monster effect, while you control a "Hecahands" monster: Negate the activation, and if you do, destroy that monster, then you can Special Summon the destroyed monster to your field. You can only activate 1 "Ib'al-Hecahands" per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
Would be a threat if the Main Deck members were better.
Phantom Revenge (PHRE-EN009)
Hecahands Tartaros

SPELL / Quick-Play Spell
Activate 1 of these effects (but you can only use each effect of "Hecahands Tartaros" once per turn);
● If you control a "Hecahands" monster: You can target 1 Spell/Trap your opponent controls; return it to the hand.
● Fusion Summon 1 "Hecahands" Fusion Monster from your Extra Deck, by banishing its materials from your field and/or GY. If you use a face-up monster you control that is owned by your opponent as material, you can treat it as a "Hecahands" monster.
(Rare) and (Super Rare)
Rating: 1 out of 5
Yet another Fusion Summon card tied to a bad Deck idea.
Phantom Revenge (PHRE-EN008)
The Hidden Hecahands

SPELL / Normal Spell
When you activate this card, you can also send 1 other card you control to the GY; add 1 "Hecahands" monster from your Deck to your hand, then if you sent another card to the GY at activation, you can Set 1 "Hecahands" Spell/Trap from your Deck, except "The Hidden Hecahands". You can banish this card from your GY; your opponent draws 1 card, then they discard 1 card. You can only use each effect of "The Hidden Hecahands" once per turn.
(Ultra Rare)
Rating: 1 out of 5
They should stay hidden.
Phantom Revenge (PHRE-EN007)
Hecahands Xeno

DARK / Fusion Monster / Level 9 / ATK 3400 / DEF 3500
(Illusion / Fusion / Effect)

3 "Hecahands" monsters
If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Xeno" once per turn. During the Main Phase (Quick Effect): You can look at 2 random face-down cards in your opponent's Extra Deck, then you can Special Summon 1 of them to your field. If this Fusion Summoned card you own and control is destroyed by your opponent's card effect: You can take control of any number of monsters your opponent controls.
(Super Rare)
Rating: 2 out of 5
Gave it some credit for the last effect and it is pretty strong.
Phantom Revenge (PHRE-EN006)
Hecahands Jauzah

LIGHT / Fusion Monster / Level 8 / ATK 2400 / DEF 2500
(Illusion / Fusion / Effect)

1 "Hecahands" monster + 1 Illusion monster
Must first be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 2 monsters you control (1 face-up monster owned by your opponent and 1 Illusion monster). If this card battles a monster, neither can be destroyed by that battle. During your Main Phase: You can add 1 "Hecahands" card from your Deck or GY to your hand. You can only use this effect of "Hecahands Jauzah" once per turn.
(Ultra Rare) (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
The Main Deck's roster proved mostly a failure so this is wasting space for a better Fusion Monster.
Phantom Revenge (PHRE-EN005)
Hecahands Breus

DARK / Effect Monster / Level 7 / ATK 2800 / DEF 1300
(Illusion / Effect)

If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Breus" once per turn. If a card(s) is added to your opponent's hand (except during the Draw Phase or Damage Step): You can Special Summon this card from your hand. During your Main Phase: You can look at 1 random card in your opponent's hand, then if it is a monster, you can Special Summon it to your field.
(Rare) and (Super Rare)
Rating: 1 out of 5
This assumes that monster CAN be Special Summoned.
Phantom Revenge (PHRE-EN004)
Hecahands Gaigas

DARK / Effect Monster / Level 7 / ATK 1200 / DEF 2800
(Illusion / Effect)

If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Gaigas" once per turn. If a card(s) is added to your opponent's hand (except during the Draw Phase or Damage Step): You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 3 cards of your opponent's Deck, and if you do, you can Special Summon 1 excavated monster to your field, also shuffle the rest into the Deck.
(Rare) and (Super Rare)
Rating: 1 out of 5
Decks these days aren't very good so whatever is excavated likely isn't going to help.
Phantom Revenge (PHRE-EN003)
Hecahands Godos

DARK / Effect Monster / Level 7 / ATK 2300 / DEF 2000
(Illusion / Effect)

If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Godos" once per turn. If a card(s) is added to your opponent's hand (except during the Draw Phase or Damage Step): You can Special Summon this card from your hand. During your opponent's Main Phase (Quick Effect): You can target 1 monster in your opponent's GY; Special Summon it to your field, but banish it when it leaves the field.
(Rare) and (Super Rare)
Rating: 2 out of 5
Can't revive from your Grave, but it's certainly better than the first two, even though its stats are bad too.
Phantom Revenge (PHRE-EN002)
Hecahands Yadel

LIGHT / Effect Monster / Level 6 / ATK 2100 / DEF 1600
(Illusion / Effect)

If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Yadel" once per turn. You can reveal this card in your hand; shuffle this card into the Deck, then add 1 "Hecahands" Spell/Trap from your Deck to your hand. If this card is sent to the GY: You can target 1 "Hecahands" Spell/Trap in your GY; Set it.
(Ultra Rare) (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Swapped Ibtel's stats, but otherwise just Ibtel.
Phantom Revenge (PHRE-EN001)
Hecahands Ibtel

LIGHT / Effect Monster / Level 6 / ATK 1600 / DEF 2100
(Illusion / Effect)

If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Ibtel" once per turn. You can reveal this card in your hand; shuffle this card into the Deck, then Special Summon 1 "Hecahands" monster from your Deck in Defense Position, except "Hecahands Ibtel". If this card is sent to the GY: You can target 1 "Hecahands" monster in your GY, except "Hecahands Ibtel"; Special Summon it.
(Ultra Rare) (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
So bad its main effect shuffles itself into the Deck for another one. Brilliant start.
 
Justice Hunters (JUSH-EN052)
Martial Metal Marcher
WIND / Synchro Monster / Level 3 / ATK 500 / DEF 2200
(Machine / Synchro / Tuner / Effect)

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can target 1 Tuner in your GY; Special Summon it in Defense Position, but negate its effects. You can only use this effect of “Martial Metal Marcher” once per turn. A Synchro Monster that used this card as Synchro Material is treated as a Tuner while face-up on the field.
(Rare)
Rating: 1 out of 5
There's only like 3 Synchros that use 2 Tuners, and this being one make it a waste no matter what.
Justice Hunters (JUSH-EN043)
Number 61: Volcasaurus
FIRE / Xyz Monster / Rank 5 / ATK 2500 / DEF 1000
(Dinosaur / Xyz / Effect)

2 Level 5 monsters
Once per turn: You can detach 1 material from this card, then target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK. This card cannot attack directly the turn you activate this effect.
(Rare)
Rating: 2 out of 5
Only a Rank 5 with a pretty potent effect, but it does little good if your opponent is out of monsters.
Justice Hunters (JUSH-EN041)
K9-EW Special Release Experiment

TRAP / Normal Trap
Special Summon 1 "K9" monster from your hand or GY, then you can Special Summon 1 "K9" Xyz Monster from your Extra Deck, by using that monster as material (this is treated as an Xyz Summon), but destroy the monster Special Summoned from the Extra Deck, during the End Phase of the next turn. During the End Phase: You can banish this card from your GY, then target 1 "K9" Quick-Play Spell in your GY; Set it. You can only use each effect of "K9-EW Special Release Experiment" once per turn.
(Rare)
Rating: 1 out of 5
Werewolf is only marginally better with this.
Justice Hunters (JUSH-EN040)
"A Case for K9"

SPELL / Continuous Spell
When this card is activated: You can add 1 "K9" monster from your Deck to your hand. "K9" monsters you control gain 900 ATK during any turn in which your opponent has activated a monster effect in the hand or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can Set 1 "K9" Quick-Play Spell from your Deck or GY. You can only use this effect of ""A Case for K9"" once per turn. You can only activate 1 ""A Case for K9"" per turn.
(Super Rare) and (Starlight Rare)
Rating: 1 out of 5
Their only case is that they were not fit for any job they were assigned to.
Justice Hunters (JUSH-EN039)
K9-X Forced Release

SPELL / Quick-Play Spell
During the Main Phase: Target 1 "K9" Xyz Monster you control; Special Summon from your Extra Deck, 1 "K9" Xyz Monster with a different name, by using that monster you control (this is treated as an Xyz Summon, transfer its materials to the Summoned monster), then you can destroy 1 card your opponent controls. At the end of the Battle Phase, if your "K9" monster battled this turn: You can Set this card from your GY. You can only use each effect of "K9-X Forced Release" once per turn.
(Super Rare)
Rating: 1 out of 5
Releasing any of them proved to be a bad idea.
Justice Hunters (JUSH-EN038)
K9-LC Release Restraint
SPELL / Quick-Play Spell
Target 1 "K9" Xyz Monster or 1 Rank 5 Xyz Monster you control; Special Summon from your Extra Deck, 1 "K9" Xyz Monster with a different name, by using that monster you control (this is treated as an Xyz Summon, transfer its materials to the Summoned monster). At the end of the Battle Phase, if your "K9" monster battled this turn: You can Set this card from your GY. You can only use each effect of "K9-LC Release Restraint" once per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
They're already released and unrestrained without any merit for use.
Justice Hunters (JUSH-EN037)
K9-X "Werewolf"

LIGHT / Xyz Monster / Rank 9 / ATK 3300 / DEF 2500
(Beast-Warrior / Xyz / Effect)

2 Level 9 monsters
While this card has material, it can attack a number of times each Battle Phase, up to the number of materials attached to it. When your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card, then activate this effect depending on whose turn it is;
● Yours: Banish up to 1 card each from your opponent's field and GY.
● Opponent's: Look at your opponent's hand and banish 1 card from it face-up, until the End Phase.
You can only use this effect of "K9-X "Werewolf"" once per turn.
(Super Rare)
Rating: 2 out of 5
Detaching will just take away from the main effect.
Justice Hunters (JUSH-EN036)
K9-ØØ "Hound"

LIGHT / Xyz Monster / Rank 5 / ATK 2500 / DEF 2500
(Beast-Warrior / Xyz / Effect)

2 Level 5 monsters
Cannot be destroyed by battle or your opponent's card effects the turn it is Special Summoned. Each time your opponent activates a monster effect, this card gains 500 ATK when that effect resolves. Once per turn, during the Standby Phase: You can detach 1 material from this card, then target 1 card on the field; banish it.
(Rare) and (Super Rare)
Rating: 1 out of 5
Those symbols in its name are going to represent their defeats.
Justice Hunters (JUSH-EN035)
K9-17 "Ripper"

WIND / Xyz Monster / Rank 5 / ATK 2300 / DEF 1800
(Warrior / Xyz / Effect)

2 Level 5 monsters
You can detach 1 material from this card; add 1 "K9" card from your Deck to your hand, then if your opponent has activated a monster effect this turn, you can Set 1 "K9" Quick-Play Spell from your Deck or GY. When your opponent activates a monster effect in the hand or GY (Quick Effect): You can detach 1 material from this card; negate that effect. You can only use each effect of "K9-17 "Ripper"" once per turn.
(Super Rare) and (Collector's Rare)
Rating: 1 out of 5
Quite vulnerable for a Rank 5.
Justice Hunters (JUSH-EN034)
K9-ØØ Lupis

EARTH / Effect Monster / Level 5 / ATK 2300 / DEF 200
(Beast-Warrior / Effect)

An Xyz Monster that has this card as material gains this effect.
● Your opponent cannot target this card with card effects.
You can only use each of the following effects of "K9-ØØ Lupis" once per turn. During the Main Phase, if your opponent has activated a monster effect in the hand or GY this turn (Quick Effect): You can Special Summon this card from your hand or GY, but banish it when it leaves the field. During your opponent's turn, you can (Quick Effect): Immediately after this effect resolves, Xyz Summon using this card you control.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Does nothing unless Xyz Material, and then does very little.
Justice Hunters (JUSH-EN033)
K9-66b Lantern

DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1900
(Pyro / Effect)

If your opponent has 2 or more cards in their hand, you can Normal Summon this card without Tributing. You can only use each of the following effects of "K9-66b Lantern" once per turn. If this card is in your hand: You can target 1 Level 5 non-Pyro "K9" monster in your GY; Special Summon both it and this card, but they cannot be used as material for the Xyz Summon of a LIGHT monster. During your Main Phase: You can add 1 "K9" Spell/Trap from your Deck to your hand.
(Super Rare)
Rating: 1 out of 5
Can only see a few inches in front of you when lit.
Justice Hunters (JUSH-EN032)
K9-66a Jokul

DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1900
(Aqua / Effect)

If your opponent has 2 or more cards in their hand, you can Normal Summon this card without Tributing. You can only use each of the following effects of "K9-66a Jokul" once per turn. You can reveal this card and 1 other Level 5 monster in your hand; Special Summon both, but they cannot be used as material for the Xyz Summon of a LIGHT monster. During your Main Phase: You can add 1 non-Aqua "K9" monster from your Deck to your hand.
(Super Rare)
Rating: 2 out of 5
Might as well use the 2nd effect.
Justice Hunters (JUSH-EN031)
K9-17 Izuna

EARTH / Effect Monster / Level 5 / ATK 2100 / DEF 1600
(Warrior / Effect)

If your opponent has 2 or more cards in their hand, you can Normal Summon this card without Tributing. You can only use each of the following effects of "K9-17 Izuna" once per turn. During the Main Phase, if your opponent has activated a monster effect in the hand or GY this turn (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "K9" card from your Deck to the GY, except "K9-17 Izuna".
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Why not make the first effect a Special Summon? Otherwise it's just a glorified Swift Gaia. (SD5 #6)
Justice Hunters (JUSH-EN026)
Yummy★Redemption

TRAP / Continuous Trap
Monsters your opponent controls lose 200 ATK for each LIGHT Beast monster in your field and GY. Once per Chain, if you Synchro Summon a LIGHT Beast monster: You can draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can banish this card from your GY, then target 1 "Yummy" monster you control and 1 monster your opponent controls; switch control of those 2 monsters. You can only use this effect of "Yummy★Redemption" once per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
All effects are better done elsewhere.
Justice Hunters (JUSH-EN025)
Yummy☆Surprise
SPELL / Quick-Play Spell
Activate 1 of these effects (but you can only use each effect of "Yummy☆Surprise" once per turn);
● Target 2 LIGHT Beast monsters you control and 2 cards your opponent controls; return them to the hand.
● Special Summon 1 "Yummy" monster from your hand or GY, but it cannot attack directly this turn.
● Return 1 Field Spell from your face-up field or GY to the hand, then you can place 1 "Yummy" Field Spell from your hand, face-up on your field.
(Super Rare)
Rating: 1 out of 5
The surprise spoils itself.
Justice Hunters (JUSH-EN024)
Yummyusment★
Acroquey
SPELL / Field Spell
If you Synchro Summon a LIGHT Beast Synchro Monster: You can target 1 card your opponent controls; destroy it. If a face-up monster(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can Special Summon 1 "Yummy" monster from your Deck. If this card is in your GY: You can target 2 "Yummy" monsters in your GY and/or banishment; place this card, and them, on the bottom of the Deck in any order. You can only use each effect of "Yummyusment★Acroquey" once per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
Doesn't matter where they are as they're no match for better opposition from years ago.
Justice Hunters (JUSH-EN023)
Yummyusment☆Mignon

SPELL / Field Spell
"Yummy" monsters you control gain 500 ATK for each LIGHT Beast monster on the field. You can only use each of the following effects of "Yummyusment☆Mignon" once per turn. If you control a Link-1 monster: You can target 1 Level 1 "Yummy" monster in your GY; Special Summon it. If this card is in your GY: You can target 2 "Yummy" monsters in your GY and/or banishment; place this card, and them, on the bottom of the Deck in any order.
(Rare) and (Super Rare)
Rating: 1 out of 5
I feel like we're back to the Ki-sikill Deck. (GEIM #17)
Justice Hunters (JUSH-EN022)
Yummy★Snatchy

LIGHT / Link Monster / ATK 600 / Link-1
Links: Bottom 
(Beast / Link / Effect)

1 Level 4 or lower LIGHT Beast monster
If this card is Special Summoned: You can place 1 "Yummy" Field Spell from your hand or Deck, face-up on your field, also you cannot Link Summon Link-3 or higher Link Monsters for the rest of this turn. You can only use this effect of "Yummy★Snatchy" once per turn. Once per Chain, during the Main Phase or your opponent's Battle Phase (Quick Effect): You can pay 100 LP; immediately after this effect resolves, Synchro Summon using monsters you control as material, including a "Yummy" monster.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Bringing this out certainly does take away its owner's chances of winning.
Justice Hunters (JUSH-EN021)
Lollipo★Yummy Way

LIGHT / Synchro Monster / Level 2 / ATK 1200 / DEF 1200
(Beast / Synchro / Tuner / Effect)

1 Tuner + 1 non-Tuner monster
For this card's Synchro Summon, you can treat 1 Link-1 monster you control as a Level 1 Tuner. You can only use each of the following effects of "Lollipo★Yummy Way" once per turn. If this card is Synchro Summoned: You can Special Summon 2 "Yummy" monsters from your GY, but negate their effects. When your opponent activates a card or effect (Quick Effect): You can return this card to the Extra Deck; Special Summon up to 2 "Yummy" monsters from your GY.
(Rare) and (Super Rare)
Rating: 1 out of 5
Konami has really lost their way when it comes to Deck ideas.
Justice Hunters (JUSH-EN020)
Cooky★Yummy Way

LIGHT / Synchro Monster / Level 2 / ATK 1600 / DEF 0
(Beast / Synchro / Tuner / Effect)

1 Tuner + 1 non-Tuner monster
For this card's Synchro Summon, you can treat 1 Link-1 monster you control as a Level 1 Tuner. You can only use each of the following effects of "Cooky★Yummy Way" once per turn. If this card is Synchro Summoned: You can target up to 2 face-up monsters on the field; change them to face-down Defense Position. When your opponent activates a card or effect (Quick Effect): You can return this card to the Extra Deck; Special Summon up to 2 "Yummy" monsters from your GY.
(Rare) and (Super Rare)
Rating: 1 out of 5
You really would have to be prety cooky to use any of these.
Justice Hunters (JUSH-EN019)
Cupsy★Yummy Way

LIGHT / Synchro Monster / Level 2 / ATK 0 / DEF 2200
(Beast / Synchro / Tuner / Effect)

1 Tuner + 1 non-Tuner monster
For this card's Synchro Summon, you can treat 1 Link-1 monster you control as a Level 1 Tuner. You can only use each of the following effects of "Cupsy★Yummy Way" once per turn. If this card is Synchro Summoned: You can add 2 "Yummy" monsters from your Deck to your hand, then discard 1 card. When your opponent activates a card or effect (Quick Effect): You can return this card to the Extra Deck; Special Summon up to 2 "Yummy" monsters from your GY.
(Rare) and (Super Rare)
Rating: 1 out of 5
The Yummy Way is the wrong way.
Justice Hunters (JUSH-EN018)
Lollipo☆Yummy

LIGHT / Effect Monster / Level 1 / ATK 600 / DEF 1200
(Beast / Effect)

If you control a Link-1 monster or a Level 2 Synchro Monster, you can Special Summon this card (from your hand). You can only Special Summon "Lollipo☆Yummy" once per turn this way. If this card is Normal or Special Summoned: You can target 1 card in your opponent's GY; shuffle it into the Deck, or, if this card was Special Summoned by the effect of a Synchro Monster, you can banish that card instead. You can only use this effect of "Lollipo☆Yummy" once per turn.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Absolutely laughable.
Justice Hunters (JUSH-EN017)
Cooky☆Yummy

LIGHT / Effect Monster / Level 1 / ATK 1000 / DEF 0
(Beast / Effect)

If you control a Link-1 monster or a Level 2 Synchro Monster, you can Special Summon this card (from your hand). You can only Special Summon "Cooky☆Yummy" once per turn this way. If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; it loses 1000 ATK, or, if this card was Special Summoned by the effect of a Synchro Monster, you can destroy that monster instead. You can only use this effect of "Cooky☆Yummy" once per turn.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Nothing here is enough to make this a threat.
Justice Hunters (JUSH-EN016)
Cupsy☆Yummy

LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 1600
(Beast / Effect)

If you control a Link-1 monster or a Level 2 Synchro Monster, you can Special Summon this card (from your hand). You can only Special Summon "Cupsy☆Yummy" once per turn this way. If this card is Normal or Special Summoned: You can add 1 "Yummy" card from your Deck to your hand, except "Cupsy☆Yummy", or, if this card was Special Summoned by the effect of a Synchro Monster, you can draw 1 card instead. You can only use this effect of "Cupsy☆Yummy" once per turn.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
About the only perk is having 3 times the DEF of Ipiria. (BLHR #1)
Justice Hunters (JUSH-EN011)
Dracotail Flame

TRAP / Normal Trap
Target 1 face-up Spell on the field; negate its effects (until the end of this turn), then you can place 1 "Dracotail" card from your GY or banishment on the bottom of the Deck, except "Dracotail Flame", then draw 1 card. You can only activate 1 "Dracotail Flame" per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
Looks like Mask of Dispel (#220) got a bit better by comparison.
Justice Hunters (JUSH-EN010)
Dracotail Horn

TRAP / Normal Trap
Target 1 Attack Position monster on the field; return it to the hand/Extra Deck, then you can place 1 "Dracotail" card from your GY or banishment on the bottom of the Deck, except "Dracotail Horn", then draw 1 card. You can only activate 1 "Dracotail Horn" per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
Just go with Compulsory Evac (#103) so you don't lose what's in the Grave.
Justice Hunters (JUSH-EN009)
Rahu Dracotail

SPELL / Normal Spell
Fusion Summon 1 "Dracotail" monster from your Extra Deck, using monsters from your hand, Deck, or field, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Fusion Monsters. You can only activate 1 "Rahu Dracotail" per turn.
(Super Rare)
Rating: 0 out of 5
There should be no restraints for Fusion Monsters that have poor credentials.
Justice Hunters (JUSH-EN008)
Ketu Dracotail

SPELL / Normal Spell
Add 1 "Dracotail" monster from your Deck to your hand, then if your opponent controls a monster, you can Fusion Summon 1 Dragon or Spellcaster monster from your Extra Deck, using monsters from your hand or field. You can only activate 1 "Ketu Dracotail" per turn.
(Super Rare)
Rating: 2 out of 5
Urgula and Lukias are really the only ones worth using this for.
Justice Hunters (JUSH-EN007)
Dracotail Gulamel

WATER / Fusion Monster / Level 7 / ATK 2800 / DEF 2300
(Dragon / Fusion / Effect)

1 "Dracotail" monster + 1 monster in the hand
When you activate a "Dracotail" card or effect (Quick Effect): You can target 1 card your opponent controls; destroy it. If 2 or more monsters are sent to the GY at the same time, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dracotail Gulamel" once per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
Little more than a bulky Vanilla monster.
Justice Hunters (JUSH-EN006)
Dracotail Arthalion

EARTH / Fusion Monster / Level 8 / ATK 3000 / DEF 2500
(Dragon / Fusion / Effect)

1 "Dracotail" monster + 1+ monsters in the hand
If this card is Fusion Summoned: You can target monsters on the field and/or GYs, up to the number of monsters used as material from the hand; return them to the hand. If 2 or more monsters are sent to the GY at the same time, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dracotail Arthalion" once per turn.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
Brionac (#22) may be a bit weaker, but can use its effect each turn and has few restraints at all.
Justice Hunters (JUSH-EN005)
Dracotail Mululu

DARK / Effect Monster / Level 3 / ATK 1100 / DEF 1500
(Dragon / Effect)

During the Main Phase (Quick Effect): You can Fusion Summon 1 "Dracotail" Fusion Monster from your Extra Deck, using monsters from your hand or field, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Fusion Monsters. If this card is sent to the GY as material for a Fusion Summon: You can Set 1 "Dracotail" Spell/Trap from your Deck, then you can negate the effects of 1 face-up monster your opponent controls. You can only use each effect of "Dracotail Mululu" once per turn.
(Ultra Rare) and (Collector's Rare)
Rating: 1 out of 5
Going to turn tail and run away from bigger opposition.
Justice Hunters (JUSH-EN004)
Dracotail Urgula

FIRE / Effect Monster / Level 6 / ATK 2400 / DEF 1000
(Dragon / Effect)

If this card is sent to the GY as material for a Fusion Summon: You can Set 1 "Dracotail" Spell/Trap from your Deck, then you can destroy 1 Spell/Trap on the field. If this card is in your GY: You can target 1 Spellcaster "Dracotail" monster in your GY; place this card on the bottom of your Deck, and if you do, add that monster to your hand. You can only use each effect of "Dracotail Urgula" once per turn.
(Rare) and (Super Rare)
Rating: 3 out of 5
It's pretty poor Fusion Monster support so use it as a Beatstick.
Justice Hunters (JUSH-EN003)
Dracotail Pan

WIND / Effect Monster / Level 7 / ATK 2700 / DEF 1700
(Dragon / Effect)

If this card is sent to the GY as material for a Fusion Summon: You can Set 1 "Dracotail" Spell/Trap from your Deck, then you can destroy 1 monster on the field. If a face-up Fusion Monster(s) you control is destroyed by an opponent's card effect, while this card is in your GY (except during the Damage Step): You can place this card on the bottom of your Deck, and if you do, Special Summon 1 non-Fusion "Dracotail" monster from your GY. You can only use each effect of "Dracotail Pan" once per turn.
(Rare) and (Super Rare)
Rating: 1 out of 5
Doesn't pan out well for the Deck as a whole.
Justice Hunters (JUSH-EN002)
Dracotail Faimena

WATER / Effect Monster / Level 5 / ATK 1300 / DEF 2500
(Spellcaster / Effect)

During the Main Phase (Quick Effect): You can discard this card; Fusion Summon 1 Dragon or Spellcaster Fusion Monster from your Extra Deck, using monsters from your hand or field. If this card is sent to the GY as material for a Fusion Summon: You can Set 1 "Dracotail" Spell/Trap from your Deck. You can only use each effect of "Dracotail Faimena" once per turn.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 1 out of 5
With all the ways to get the OG Fusion (#14) card, there's no need for this.
Justice Hunters (JUSH-EN001)
Dracotail Lukias

EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 700
(Spellcaster / Effect)

If this card is Normal or Special Summoned: You can add 1 "Dracotail" monster from your Deck to your hand, except "Dracotail Lukias". If this card is sent to the GY as material for a Fusion Summon: You can Set 1 "Dracotail" Spell/Trap from your Deck. You can only use each effect of "Dracotail Lukias" once per turn.
(Ultra Rare), (Collector's Rare) and (Starlight Rare)
Rating: 3 out of 5
Write off most of the other members. They aren't worth it.