*Ratings below are based on when the product was released and NOT today's Yu-Gi-Oh format*
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The Lost Millennium

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If you missed out on this card before, you have another chance! First, it's a Fiend, which is great in Fiend decks Second, it's a DARK Monster, great with Mystic Plasma Zone! Your second chance to obtain this very powerful Monster has arrived! A must have for Dragon or DARK decks! Like I said before about this card, Blue-Eyes is a more worthy card to tribute summon than this card. As before the 2500 ATK is pretty decent for 1 tribute but its secondary effect applies to both players and 0 DEF isn't going to help this card out much.

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Token summoning cards just don't see play these days and neither will this card. So if I were you, I'd use this for a proxy card instead.

Play Magic Jammer or better yet Spell Shield Type-8 instead of this card.

We have better cards out there that negate the activation of any Trap Card and destroy it. One of them happens to be Seven Tools of the Bandit. Use that instead.

Master Monk is the only Monster this card should be used on. Other than that, this card is useless.

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If you're stupid enough to activate this horrid card, be sure you don't have any decent Fusion Monsters on your field.

With a bit of luck, you'll be able to play a Blue-Eyes or Summoned Skull without any tributes!

Sending a Rock Monster from your deck to your Graveyard just to inflict a measly 500 points of damage is absolutely horrid so don't use this card.

Trust me, this card isn't worth using.

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Elemental Hero decks shouldn't be without this card as it relies on level 4 or less EH and it provides an extra defense or Monster to tribute.

Pikeru is going to need more than a second sight for this card to see play.

A very odd card. You can inflict up to 3000 points of damage to your opponent's lifepoints but you lose up to 3 of your Monsters.

1000 points of damage is pretty good for starters but be sure you're not the one that takes the damage. An okay card for burn decks.

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With such little use for this card, it's no wonder it's legendary. Only use this card for Master Monk. Use this on 1 of your opponents strong Monsters while you have a stronger Monster on your field for major damage to your opponent! This card's effect isn't too bad to use if your opponent knows where your face down Monsters are but if this card is negated, you still have a problem. Use Chorus of Sanctuary and Yellow Luster shield as all Monsters get 800 DEF on your field and they stay on the field even if a Monster is destroyed.

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500 lifepoints for a Battery Monster with (0/0) stats? I don't think so. It's just not worth using.

It's best to use this card on Monk Fighter as the other Monks in this set aren't playable.

No one in the right mind would Ritual Summon a level 3 Ritual Monster so don't.

Unlike Doriado's Blessing, this is a much more playable Ritual Spell! Well worth it once he's out too!

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This card's name should be renamed Card of Demise as it will cause your demise by activating it. Removing cards in your hand and on your field for 2 cards is horrible. Use PoG instead.

Paying 800 lifepoints for control of an opponent's Monster isn't too bad but if this card is negated by Magic Jammer or Spell Shield Type-8, then you paid for nothing. Stick to CoH instead.

Give your Flame Wingman the power it needs to destroy Blue-Eyes!

Use this on AGG and he can attack 2 times in 1 Battle Phase or use it on Flame Wingman for extra damage!

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A nice card! Fiend decks will want to include this card! While he's weaker than The Masked Beast, you can take control of him  for a turn just by discarding 1 card or by playing Snatch Steal!

Don't waste deck space with this card and its Ritual Spell as it is the worst Ritual Monster so far!

While his stats aren't too impressive, his effect truly is! Give him a boost in Elemental Hero decks and he'll definitely be the hero in your duels!

2400 ATK is pretty decent for a Fusion Monster with this good of an effect! Plus, send a card from your hand to your Graveyard and take out that MC or high DEF Monster!

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This wind charmer won't be doing much charming as it'll be in your Graveyard after being destroyed or better yet, it'll be in your useless cards pile.

A battery with the potential for 3000 ATK or DEF points isn't too bad but the fact is that his energy will eventually run out and he'll be destroyed.

He won't last through your opponent's Battle Phase with low stats of (1600/300) so don't bother with this card. Put him in hibernation instead. 

Zombie decks will want this card in 3's because that means he'll have 3000 ATK right there! Other than that, put this card in a Graveyard.

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There's just no reason to use this card so don't.

1500 DEF first of all is just horrid and its effect doesn't help this card either so just use Change of Heart instead as you can take control of any opponent's Monster.

This card isn't any better than Aussa the Earth Charmer so throw this card away and use Change of Heart instead.

Use this for a proxy card and nothing else.

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This statue will simply crumble at the hands of stronger Monsters. Just don't use it.

Use Man-Eater Bug instead as he's a Flip-Effect Monster.

Warrior decks shouldn't exclude this card as he's re-summoned to your field if you're his owner plus if you give him support from FSMB or LB, he'll survive for a while.

Give him Warrior support and he may be useful but otherwise, don't use it.

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Another useless Rock Monster from this set. This set's called The Lost Millennium because it has crappy cards that deserve to remain lost for a millennium.

1900 DEF isn't too bad but if this card inflicted more damage it would get a higher rating. It's also not bad to use three of these.

Reducing all Battle Damage to your lifepoints when you attack with this card or it's attacked to 0 is great since this card's stats are horrible in the first place.

1900 ATK for 1 tribute is just bad and even though it can attack twice in a row, Mataza the Zapper can do that better as there is more support for him than this card.

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Keep this in Defense Position while your opponent has Spirit Monsters out and no Spiritual Energy Settle Machine and your opponent loses his or her hand advantage!

Its 2000 DEF is the only thing it has when it comes to playability.

No Rock decks should be without this card as if you remove 5 Rock Monsters from your Graveyard from play, this guy has 3500 ATK and DEF!

Only a dummy would play such a weak card as this. Your opponent will try to use this to his or her advantage by giving you a weaker Monster than this card.

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He gains 500 ATK points each time he destroys an opponent's Monster in battle! That's why he gets 2 out of 5.

This card can take out a Blue-Eyes or AGG if you Special Summon it by UI LV5's effect as your opponent's Monsters lose 700 ATK points, which can make a large difference!

This card should remain lost in your useless cards binder or in a Guardian deck.

Keep your face down AD LV3 from being attacked so you can later play AD LV5! A nice card indeed!

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Summon this furry friend in Attack Position and not worry about taking damage! A good card for any deck!

This is certainly one of the most powerful Monsters with the ability to inflict Battle Damage when it destroys Defense Position Monsters in battle! No Machine deck should ignore it!

What gives this card a 3 star rating is that your opponent cannot activate S/T cards until the Damage Step! Give this card a boost and your opponent will be in real trouble!

Unless you're using this card for Machine or Ancient Gear decks, don't run this card.

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The reason this card gets 2/5 is because he's needed for a powerful Fusion Monster.

Not only is she needed for a certain Fusion Monster from this set, but use her in an Elemental Hero deck and she'll serve you well.

Without support in Elemental Hero decks, this card doesn't have much use alone.

Definitely one of the stronger Elemental Heroes but like the other heroes, he doesn't have much purpose by himself.