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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

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Unrated Yu-Gi-Oh Cards (Page 39)

Structure Deck: Cyberse Link
SDCL-EN032
Recoded Alive
Normal Trap
Target 1 Link-3 Cyberse Link Monster you control or is in your GY; banish it, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 1 of your banished "Code Talker" monsters; Special Summon it.
COMMON
Rating: 1
Comments: Regardless of how good Code Talker Link Monsters get, this isn't the way to bring any of them out.
SDCL-EN023
Cynet Backdoor
Quick-Play Spell
Target 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster's original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You can only activate 1 "Cynet Backdoor" per turn.
SUPER RARE
Rating: 2
Comments: You'll have to do without the banished monster for one turn but at least the monster comes back and gets to attack directly that turn. Still, much less dangerous than a computer backdoor.
SDCL-EN008
Dual Assembwurm
DARK / Cyberse / Level 8 / ATK 2800 / DEF 1000
If this card is in your hand or GY: You can banish 2 other Cyberse monsters from your hand and/or face-up from your field; Special Summon this card, but its ATK becomes halved. You can only use this effect of "Dual Assembwurm" once per turn. Once per turn: You can banish 1 card from your hand; banish 1 monster on the field with ATK less than or equal to this card's.
SUPER RARE
Rating: 2
Comments: I don't recommend Special Summoning it by its effect but even then, it has uses with Synchro, Xyz and Link Summons.
SDCL-EN007
Boot Staggered
LIGHT / Cyberse / Level 5 / ATK 2300 / DEF 500
When a Cyberse monster is Normal Summoned to your field: You can Special Summon this card from your hand. You can only use this effect of "Boot Staggered" once per turn. When this card inflicts battle damage to your opponent: You can Special Summon 1 "Stag Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0).
COMMON
Rating: 2
Comments: It'd be pretty easy to Normal Summon a Cyberse monster, including another copy of this guy but it's not the best strategy. The other effect has a better chance of success but not by much.
SDCL-EN006
ROM Cloudia
DARK / Cyberse / Level 4 / ATK 1800 / DEF 0
When this card is Normal Summoned: You can target 1 Cyberse monster in your GY, except "ROM Cloudia"; add it to your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower Cyberse monster from your Deck, except "ROM Cloudia".
COMMON
Rating: 2
Comments: Almost good enough to be on its own but both effects are restricted to its kind and it has no DEF to help it or you if in Defense Mode.
SDCL-EN005
Balancer Lord
LIGHT / Cyberse / Level 4 / ATK 1700 / DEF 1200
Once per turn: You can pay 1000 LP; during your Main Phase this turn, you can Normal Summon 1 Cyberse monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is banished: You can Special Summon 1 Level 4 or lower monster from your hand. You can only use this effect of "Balancer Lord" once per turn.
COMMON
Rating: 2
Comments: Both effects aren't too bad and make for easy Xyz, Synchro or Link Summons but not much else. Plus getting that 2nd monster out costs you 1000 LP, which can be done better with Double Summon.
SDCL-EN004
Backlinker
DARK / Cyberse / Level 3 / ATK 1600 / DEF 0
If only your opponent controls a monster in the Extra Monster Zone, you can Special Summon this card (from your hand). You can Tribute this card; shuffle all monsters from the Extra Monster Zones into the Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn.
COMMON
Rating: 2
Comments: It's likely you'll encounter an Extra Deck monster in the Extra Monster Zone with Link Monsters now among them but it offers nothing against non-Extra Deck monsters and its stats don't make it very good on its own.
SDCL-EN003
Cliant
LIGHT / Cyberse / Level 3 / ATK 1500 / DEF 1500
While this Normal Summoned/Set card is face-up on the field, all Cyberse monsters you control gain 500 ATK/DEF during your turn only. If this card on the field would be destroyed by battle or card effect, you can destroy 1 Cyberse monster in your hand or face-up on your field instead.
COMMON
Rating: 2
Comments: It powers up itself and its friends a bit but only durng your turns and with only 1500 ATK and DEF to start, it's going to be quite vulnerable as will its friends.
SDCL-EN002
Dotscaper
EARTH / Cyberse / Level 1 / ATK 0 / DEF 2100
If this card is sent to the GY: You can Special Summon this card. If this card is banished: You can Special Summon this card. You can only use 1 "Dotscaper" effect per turn, and only once that turn. You can only use each effect of "Dotscaper" once per Duel.
COMMON
Rating: 2
Comments: Too bad both effects can be used once per Duel, which makes both effects pointless in 2s or 3s but it still can defend your LP for a while.
SDCL-EN001
Digitron
EARTH / Cyberse / Level 2 / ATK 1500 / DEF 0
A subspecies found in electronic space. There's little information on it.
COMMON
Rating: 1
Comments: All the information you need to conclude it sucks is right here. It's literally space junk.
Legendary Dragon Decks (Dimensional Dragons Deck)
LEDD-ENC00
Odd-Eyes Arc Pendulum Dragon
DARK / Dragon-Type Pendulum / Level 7 / ATK 2700 / DEF 2000 / Scale 8
If an "Odd-Eyes" card(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Odd-Eyes" monster from your hand, Deck, or GY. You can only use this effect of "Odd-Eyes Arc Pendulum Dragon" once per turn.
Made from miracles, this valiant and beautiful dragon has gleaming eyes that reflect an arc drawn in the sky.
ULTRA RARE
Rating: 2
Comments: I'll give it some credit for its high Scale and Pendulum Text that works on itself but it's literally only marginally stronger than Odd-Eyes Pendulum Dragon.
Legendary Dragon Decks (Cyber Dragon Deck)
LEDD-ENB00
Chimeratech Megafleet Dragon
DARK / Machine-Type Fusion / Level 10 / ATK 0 / DEF 0
1 "Cyber Dragon" monster + 1+ monsters in the Extra Monster Zone
Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1200 x the number of Fusion Materials used for its Special Summon.
ULTRA RARE
Rating: 1
Comments: Having it rely on the Extra Monster Zone, which is up to 2 slots, means that its highest possible ATK is 3600. For that, you don't really get anything out of it. Its DEF stays at 0 and has too many side-effects. Plus if you revive it later, it has no ATK points. There's really nothing legendary about it.
Legendary Dragon Decks (Atlantis Deck)
LEDD-ENA00
Dark Magician the Dragon Knight
DARK / Dragon-Type Fusion / Level 8 / ATK 3000 / DEF 2500
"Dark Magician" + 1 Dragon monster
This card's name becomes "Dark Magician" while on the field or in the GY. Your opponent cannot target Spells/Traps you control with card effects, also they cannot be destroyed by your opponent's card effects.
ULTRA RARE
Rating: 2
Comments: Its name becomes Dark Magician while on the field or in the Grave, making cards specific to Dark Magician usable but the only worthwhile effect is the 2nd one and if you want to bring this out easy, you'll need Dark Magician himself and The Eye of Timaeus.
Legendary Duelists (Continued)
LEDU-EN039
Bonding - DHO
Normal Trap
Shuffle 1 "Duoterion", 1 "Hydrogeddon", and 1 "Oxygeddon" from your hand and/or GY into the Deck; Special Summon 1 "Water Dragon Cluster" from your hand or GY. You can banish this card from your GY; add 1 "Water Dragon" or "Water Dragon Cluster" from your Deck or GY to your hand.
RARE
Rating: 2
Comments: Perhaps a bit easier for bringing out Water Dragon Cluster, though it's slower and doesn't really offer much else.
LEDU-EN038
Bonding - D2O
Normal Spell
Tribute 2 "Duoterion" and 1 "Oxygeddon" in your hand and/or field; Special Summon 1 "Water Dragon" or "Water Dragon Cluster" from your hand, Deck, or GY. (This is treated as a Special Summon with the effect of "Bonding - H2O".) If "Water Dragon" or "Water Dragon Cluster" is sent from the field to your GY while this card is in your GY: Add this card to your hand. You can only use this effect of "Bonding - D2O" once per turn.
RARE
Rating: 2
Comments: An alternative, though more difficult way to bring out Water Dragon and the main way to bring out the upgraded version of it. Retrieving it by its effect isn't too bad, though you probably won't have an easy way to get the components back to re-use it.
LEDU-EN037
Duoterion
WATER / Dinosaur / Level 5 / ATK 2000 / DEF 1400
You can discard this card; add 1 "Bonding" Spell/Trap from your Deck to your hand. If this card is Normal or Special Summoned: You can target 1 "Hydrogeddon", "Oxygeddon", or "Duoterion" in your GY; Special Summon it. You can only use each effect of "Duoterion" once per turn.
SUPER RARE
Rating: 2
Comments: Since it can get another copy of itself and is a Dinosaur-Type monster, it has its uses with Xyz Summoning and support for Dinosaurs but it's not very strong and both effects only work with specific cards.
LEDU-EN036
Water Dragon Cluster
WATER / Sea Serpent / Level 10 / ATK 2800 / DEF 2600
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Bonding" Spell/Trap. If this card is Special Summoned: You can activate this effect; Effect Monsters your opponent currently controls cannot activate their effects for the rest of this turn, also change their ATK to 0 until the end of this turn. (Quick Effect): You can Tribute this card; Special Summon 2 "Water Dragon" from your hand and/or Deck in Defense Position, ignoring their Summoning conditions.
SUPER RARE
Rating: 2
Comments: It can cripple other Effect Monsters once it hits the field but after that, it's not going to be that useful and its stats aren't any stronger despite having a higher Level than the original. The last effect isn't that useful either unless for an Xyz Summon.
LEDU-EN032
Emergeroid Call
Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control a "roid" Fusion Monster: Negate the activation, then send all cards with the same name as that card from the activating player's Deck and Extra Deck to the GY. You can banish this card from the GY, then target 1 "roid" monster in your GY; add it to your hand. You can only use this effect of "Emergeroid Call" once per turn.
ULTRA RARE
Rating: 1
Comments: Don't know why this is Ultra Rare since it can only be activated when you have a roid Fusion Monster, and even then it just sends all copies of the negated card from the Deck to the Graveyard. The other effect isn't very good either.
LEDU-EN031
Megaroid City
Field Spell
You can target 1 other card you control; destroy it, and if you do, add 1 "roid" card from your Deck to your hand. During damage calculation, if your "roid" monster battles: You can send 1 "roid" monster from your Deck to the GY; switch the original ATK and DEF of your battling monster during the damage calculation only. You can only use each effect of "Megaroid City" once per turn. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate either of this card's effects (even if this card leaves the field).
RARE
Rating: 1
Comments: I'd like to call it "Megaruin Catastrophe" because all the effects are bad enough that you're either wasting resources to make use of them or relying on them in battle. Plus, using either effect prevents you from Special Summoning from your Extra Deck outside of Fusion Monsters that turn.
LEDU-EN030
Super Vehicroid - Mobile Base
EARTH / Machine-Type Fusion / Level 10 / ATK 0 / DEF 5000
1 "roid" Fusion Monster + 1 "roid" monster
You can target 1 face-up monster your opponent controls; Special Summon 1 "roid" monster from your Deck or Extra Deck with ATK less than or equal to that monster. You can only use this effect of "Super Vehicroid - Mobile Base" once per turn. Once per turn, during the End Phase: You can target 1 "roid" monster in your Main Monster Zone (other than this card); return that monster you control to the hand, and if you do, move this card you control to that monster's Monster Zone.
SUPER RARE
Rating: 2
Comments: It's not going to be easy to bring out, though I suppose one could use Instant Fusion to bring out Pair Cycroid and then use another roid monster to help get this guy out but with 0 ATK, it's quite vulnerable if it's ever switched to Attack Mode and has no protection from card effects, nor does it protect the ones it brigns out.