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Yu-Gi-Oh Anime Card Ratings (Page 3)
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1.
Cards below were either exclusive to the anime or are anime
versions of TCG cards. 2. Card info below is from how they were used. 3. List excludes Normal Monsters as they generally do not have decent properties, cards with nearly the same or identical effects to their TCG versions and cards whose texts aren't confirmed to have effects. |
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# (from Yu-Gi-Oh Episode ) Name LIGHT / Effect Monster / Level / ATK / DEF (Type / Effect) |
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Rating: out of 5 x |
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# (from Yu-Gi-Oh Episode ) Name LIGHT / Effect Monster / Level / ATK / DEF (Type / Effect) |
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Rating: out of 5 x |
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#222 (from Yu-Gi-Oh Episode 131) Spell Textbook SPELL / Quick-Play Spell Discard all cards in your hand, then shiuffle the Deck and draw 1 card. If the drawn card is a Spell Card, you can activate it. https://yugipedia.com/wiki/Spell_Textbook |
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Rating: 1 out of 5 Yeah good luck getting a Spell Card you can actually play at that time. |
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#221 (from Yu-Gi-Oh Episode 131) Electromagnetic Turtle LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 1800 (Machine / Effect) During the Battle Phase, if this card is sent to the Graveyard, you can remove it from play to end the Battle Phase. https://yugipedia.com/wiki/Electromagnetic_Turtle_(anime) |
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Rating: 2 out of 5 The TCG version (#42) just needed a hard once per turn to fix the above effect and be fine. |
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#220 (from Yu-Gi-Oh Episode 131) Necromancy SPELL / Normal Spell Special Summon 4 random monsters from your opponent's Graveyard to their field in face-up Defense Position. If a monster Special Summoned this way is destroyed, 1 monster your opponent controls loses 600 ATK. https://yugipedia.com/wiki/Necromancy |
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Rating: 1 out of 5 Generally only going to help them out. |
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#219 (from Yu-Gi-Oh Episode 131) Power Balance TRAP / Normal Trap Activate only when you have no cards in your hand. Your opponent discards half the cards in their hand, then you draw cards equal to the number of cards they discarded this way. https://yugipedia.com/wiki/Power_Balance |
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Rating: 1 out of 5 It's basically an Infernity (#35) card before they existed. |
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#218 (from Yu-Gi-Oh Episode 131) Card Guard SPELL / Quick-Play Spell Activate only by discarding 1 card. This turn, monsters you control cannot be destroyed by battle or card effects. https://yugipedia.com/wiki/Card_Guard_(anime) |
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Rating: 2 out of 5 If it lasted a bit longer, it might've been decent. |
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#217 (from Yu-Gi-Oh Episode 131) Sword of Soul LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 1900 (Fairy / Effect) When this card is destroyed by battle and sent to the Graveyard, you can have 1 monster you control gain 1000 ATK until the end of the turn. https://yugipedia.com/wiki/Sword_of_Soul |
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Rating: 2 out of 5 Just enough for a 2 with its DEF. |
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#216 (from Yu-Gi-Oh Episode 131) Thirst for Compensation SPELL / Quick-Play Spell Activate only when your opponent adds a card(s) to their hand, except during their Draw Phase. Special Summon 2 Level 4 or lower monsters from your hand. https://yugipedia.com/wiki/Thirst_for_Compensation |
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Rating: 2 out of 5 I'd say not as good as Marauding Captain. (#138) |
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#215 (from Yu-Gi-Oh Episode 131) Disgraceful Charity TRAP / Normal Trap Both players can return all cards discarded by a Spell Card's effect this trun from their Graveyard to their hand. https://yugipedia.com/wiki/Disgraceful_Charity |
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Rating: 2 out of 5 This is often not going to be that much, but it can help. |
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#214 (from Yu-Gi-Oh Episode 131) Command Silencer SPELL / Quick-Play Spell Activate only when an opponent's monster attacks. Negate the attack, then end the Battle Phase and draw 1 card. https://yugipedia.com/wiki/Command_Silencer |
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Rating: 3 out of 5 A much better Negate Attack. (#27) |
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#213 (from Yu-Gi-Oh Episode 129) Lullaby of Obedience SPELL / Normal Spell Declare the name of a Level 8 or higher monster. If that card is in your opponent's Deck, you can pay 1000 Life Points to add that card from their Deck to your hand. https://yugipedia.com/wiki/Lullaby_of_Obedience_(anime) |
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Rating: 2 out of 5 Certainly better than the TCG card. (#11) |
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#212 (from Yu-Gi-Oh Episode 129) Enemy Controller SPELL / Normal Spell Pay 1000 Life Points, then activate 1 of these effects. ● Select 1 monster your opponent controls and destroy it. ● Select 1 monster your opponent controls and take control of it. https://yugipedia.com/wiki/Enemy_Controller_(anime) |
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Rating: 1 out of 5 Having to input codes already makes the card bad, but it also costs 1000 Life Points. |
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#211 (from Yu-Gi-Oh Episode 129) Spell Sanctuary SPELL / Continuous Spell When this card is activated, both players add 1 Spell Card from their Deck to their hand. While this card is face-up on the field, both players can activate Spell Cards during their opponent's turn. https://yugipedia.com/wiki/Spell_Sanctuary |
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Rating: 2 out of 5 Pretty balanced, but that also makes the card weaker. |
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#210 (from Yu-Gi-Oh Episode 127) Nightmare Mirror TRAP / Normal Trap Activate only by discarding 1 card when an opponent's monster attacks. Negate the attack, then inflict 1000 damage to your opponent. https://yugipedia.com/wiki/Nightmare_Mirror |
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Rating: 1 out of 5 The only real harm you do is the 1000 damage. |
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#209 (from Yu-Gi-Oh Episode 126) Dark Wall of Wind SPELL / Quick-Play Spell You take no battle damage from direct attacks this turn. https://yugipedia.com/wiki/Dark_Wall_of_Wind |
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Rating: 1 out of 5 Largely worse than Waboku. (#44) |
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#208 (from Yu-Gi-Oh Episode 124) Plasma Eel DARK / Effect Monster / Level 4 / ATK 500 / DEF 1200 (Machine / Effect) This card cannot be destroyed by battle. When this card is Summoned, you can equip this card to 1 monster your opponent controls as an Equip Card. The equipped monster cannot be Tributed and loses 500 ATK at each of your opponent's End Phases. https://yugipedia.com/wiki/Plasma_Eel |
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Rating: 2 out of 5 If nothing else, it'll be able to defend you as long as you don't use its other effect. |
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#207 (from Yu-Gi-Oh Episode 124) Tribute Burial SPELL / Normal Spell This turn, if you would Tribute Summon a Level 5 or higher monster, you can Normal Summon that monster by removing from play 1 monster from both players' Graveyards. https://yugipedia.com/wiki/Tribute_Burial_(anime) |
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Rating: 1 out of 5 By choosing to run Helpoemer, Marik had to use something this bad just to play it. |
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#206 (from Yu-Gi-Oh Episode 123) Spell of Pain SPELL / Quick-Play Spell This turn, you can inflict any damage you take to another player's Life Points. https://yugipedia.com/wiki/Spell_of_Pain_(anime) |
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Rating: 2 out of 5 Probably won't amount to much in most cases and for big damage, it's quite risky. |
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#205 (from Yu-Gi-Oh Episode 120) Exodia Necross DARK / Ritual Monster* / Level 4 / ATK 1800 / DEF 0 (Spellcaster / Ritual / Effect) This card can only be Ritual Summoned with the Ritual Spell Card "Contract with Exodia". This card gains these effect(s) based on the "Forbidden One" card(s) in your Graveyard. ● Exodia the Forbidden One: This card cannot be destroyed by battle. ● Left Leg of the Forbidden One: This card cannot be destroyed by Spell Cards. ● Right Leg of the Forbidden One: This card cannot be destroyed by Trap Cards. ● Left Arm of the Forbidden One: This card cannot be destroyed by monster effects. ● Right Arm of the Forbidden One: This card gains 1000 ATK at the end of the Damage Step if it battles a monster. https://yugipedia.com/wiki/Exodia_Necross_(anime) *Anime card is depicted as a regular Effect Monster. |
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Rating: 2 out of 5 We saw what happened when the pieces are gone, but it remains on the field, unlike the real card. (#20) |
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#204 (from Yu-Gi-Oh Episode 120) Contract with Exodia SPELL / Ritual Spell Activate only by paying 2000 Life Points when "Exodia the Forbidden One", "Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One" and "Left Leg of the Forbidden One" are in your Graveyard. Ritual Summon 1 "Exodia Necross" from your hand. https://yugipedia.com/wiki/Contract_with_Exodia_(anime) |
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Rating: 2 out of 5 At least the steep price is justified with a pretty potent monster. |
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#203 (from Yu-Gi-Oh Episode 118) Flaming Fist SPELL / Normal Spell Select 1 Spirit monster you control. This turn, it gains 200 ATK and if it inflicts battle damage to your opponent, gain 500 Life Points. https://yugipedia.com/wiki/Flaming_Fist |
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Rating: 1 out of 5 Even for Noah, this was a desperate attempt to win a battle or gain Life Points. |
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#202 (from Yu-Gi-Oh Episode 117) Vessel of Illusion TRAP / Normal Trap Activate only when a Spirit monster is destroyed. Special Summon 1 "Sprit Token" with the same Level, Attribute, ATK and DEF as the destroyed monster. https://yugipedia.com/wiki/Vessel_of_Illusion |
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Rating: 1 out of 5 The Token may survive, but most of the Sprit monsters have poor stats. |
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#201 (from Yu-Gi-Oh Episode 117) Ground Breaking TRAP / Normal Trap Add 1 Spirit monster from your Graveyard to your hand. https://yugipedia.com/wiki/Ground_Breaking |
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Rating: 1 out of 5 They're about as bad in your hand as they are on the field. |