← Back to Yu-Gi-Oh Card Ratings Return to Index Forward to All Foil New Card Ratings Page 2 →

Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

All Foil New Card Ratings (Page 1)

1. For info on how these ratings are determined, click here.
Destiny Soldiers Card galleries and spoiler:

https://bit.ly/3dsBy6W | Spoiler
                               Rating: 2 | DESO-EN037 | Trap Card
Darklord Enchantment
Normal Trap
Send 1 "Darklord" monster from your hand or face-up from your field to the Graveyard; take control of 1 face-up monster your opponent controls until the End Phase. You can only activate 1 "Darklord Enchantment" per turn.
(Secret Rare)


Now this has potential but we'll need better Darklords first.
 
                               Rating: 1 | DESO-EN036 | Trap Card
Darklord Rebellion
Normal Trap
Send 1 "Darklord" monster from your hand or face-up from your field to the Graveyard; destroy 1 card on the field. You can only activate 1 "Darklord Rebellion" per turn.
(Secret Rare)


A rebellion is always something to worry about, unless it's this pitiful.
 
                               Rating: 1 | DESO-EN035 | Spell Card
Darklord Contact
Normal Spell
Special Summon 1 "Darklord" monster from your Graveyard in Defense Position. You can only activate 1 "Darklord Contact" per turn.
(Secret Rare)


Why would you want your Darklord in Defense Mode when most of them have high ATK and you won't be attacking with it?
 
                               Rating: 2 | DESO-EN034 | Spell Card
Banishment of the Darklords
Normal Spell
Add 1 "Darklord" card from your Deck to your hand, except "Banishment of the Darklords". You can only activate 1 "Banishment of the Darklords" per turn.
(Secret Rare)


The Darklord support so far isn't very good but this probably isn't the end of the archetype just yet.
 
                               Rating: 1 | DESO-EN033 | Effect Monster
Darklord Amdusc
DARK | Fairy |
Level 6 | ATK 1800 | DEF 2800
You can discard this card and 1 "Darklord" card, then target 1 "Darklord" card in your Graveyard; add it to your hand. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use each effect of "Darklord Amdusc" once per turn. You can only Special Summon "Darklord Amdusc(s)" once per turn.
(Secret Rare)


Darklords have nothing noteworthy to get with its effect and this one has less ATK than DEF.
 
                               Rating: 1 | DESO-EN032 | Effect Monster
Darklord Nasten
DARK | Fairy | Level 7 | ATK 2600 | DEF 2600
You can discard 2 other "Darklord" cards; Special Summon this card from your hand. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use this effect of "Darklord Nasten" once per turn. You can only Special Summon "Darklord Nasten(s)" once per turn.
(Secret Rare)


Its stats and effects are both poor enough for this guy to join the ranks of other prior garbage cards.
 
                               Rating: 2 | DESO-EN031 | Effect Monster
Darklord Tezcatlipoca
DARK | Fairy | Level 9 | ATK 2800 | DEF 2100
If a "Darklord" monster(s) you control would be destroyed by battle or card effect, you can discard this card instead. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use this effect of "Darklord Tezcatlipoca" once per turn. You can only Special Summon "Darklord Tezcatlipoca(s)" once per turn.
(Secret Rare)


Somewhat better than Ixchel thanks to higher ATK and its first effect but the 2nd effect is pretty bad.
 
                               Rating: 2 | DESO-EN030 | Effect Monster
Darklord Ixchel
DARK | Fairy | Level 10 | ATK 2500 | DEF 2900
You can discard this card and 1 "Darklord" card; draw 2 cards. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use each effect of "Darklord Ixchel" once per turn. You can only Special Summon "Darklord Ixchel(s)" once per turn.
(Secret Rare)


You don't have to Tribute Summon it but both effects cost you one way or another and its stats aren't very good for its Level.
 
                               Rating: 1 | DESO-EN029 | Effect Monster
Darklord Morningstar
DARK | Fairy | Level 11 | ATK 3000 | DEF 3000
Cannot be Special Summoned. If this card is Tribute Summoned: You can Special Summon "Darklord" monsters from your hand and/or Deck, up to the number of Effect Monsters your opponent controls. While you control another "Darklord" monster, your opponent cannot target this card with card effects. Once per turn: You can send cards from the top of your Deck to the Graveyard, equal to the number of "Darklord" monsters on the field, and if you do, gain 500 LP for each "Darklord" card sent to the Graveyard by this effect.
(Secret Rare)


A high-Level Darklord that can't even be Special Summoned. Plus the other two effects are quite bad.
 
                               Rating: 1 | DESO-EN028 | Trap Card
Abyss Actors Back Stage
Normal Trap
If you have 2 "Abyss Actor" cards in your Pendulum Zones: Add 2 "Abyss Actor" Pendulum Monsters with different names from your Deck to your Extra Deck face-up. You can only activate 1 "Abyss Actors Back Stage" per turn.
(Super Rare)


You're wasting resources that could otherwise help you and you're forced to get two different Abyss Actor Pendulum Monsters.
 
                               Rating: 2 | DESO-EN027 | Spell Card
Abyss Script - Rise of the Abyss King
Normal Spell
Target face-up cards on the field, up to the number of Attack Position "Abyss Actor" monsters with different names you control; destroy them. If you control a Level 7 or higher "Abyss Actor" monster, your opponent cannot activate cards or effects in response to this card's activation. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can add up to 2 "Abyss Actor" cards and/or "Abyss Script" Spell Cards with different names from your Deck to your hand.
(Secret Rare)


Pretty powerful with Abyss Actors but really not much else can make use of it.
 
                               Rating: 2 | DESO-EN026 | Spell Card
Abyss Script - Wild Wagon
Continuous Spell
The first time each "Abyss Actor" monster you control would be destroyed by battle each turn, it is not destroyed. Once per turn: You can target 1 "Abyss Actor" monster you control; your opponent cannot target it with card effects until the end of their turn (even if this card leaves the field). If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can return all cards your opponent controls to the hand.
(Super Rare)


Abyss Actors can be spared destruction but the 2nd effect, while powerful, requires a face-up Abyss Actor in your Extra Deck.
 
                               Rating: 1 | DESO-EN025 | Spell Card
Abyss Script - Fire Dragon's Lair
Normal Spell
Target 1 "Abyss Actor" monster you control; if it destroys your opponent's monster by battle this turn, your opponent banishes 3 monsters from their Extra Deck (their choice). If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can look at your opponent's Extra Deck, also banish 1 monster from their Extra Deck. You can only use this effect of "Abyss Script - Fire Dragon's Lair" once per turn.
(Super Rare)


A loss of 3 Extra Deck monsters that your opponent chooses isn't much of a loss at all and the 2nd effect doesn't help at all.
 
                               Rating: 2 | DESO-EN024 | Spell Card
Abyss Script - Opening Ceremony
Normal Spell
Gain 500 LP for each "Abyss Actor" monster you control. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can draw until you have 5 cards in your hand. You can only use each effect of "Abyss Script - Opening Ceremony" once per turn.
(Super Rare)


Earn up to 2500 LP or draw up to 5 cards but it's only for Abyss Actors.
 
                               Rating: 1 | DESO-EN023 | Spell Card
Abyss Script - Fantasy Magic
Normal Spell
Target 1 "Abyss Actor" monster you control; this turn, every monster that battles it, but is not destroyed, returns to the hand at the end of the Damage Step. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can target 1 card your opponent controls; place it on top of the Deck.
(Super Rare)


The magic with this card isn't good enough to convince me its rating should get anything higher than a 1.
 
                               Rating: 2 | DESO-EN022 | Pendulum Monster
Abyss Actor - Wild Hope
DARK | Fiend-Type Pendulum | Level 4 | ATK 1600 | DEF 1200 | Scale 2
Once per turn: You can target 1 "Abyss Actor" card in your other Pendulum Zone; its Pendulum Scale becomes 9 until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" monsters (even if this card leaves the field).

Once per turn: You can make this card gain 100 ATK for each "Abyss Actor" monster you currently control with different names, until the end of this turn. If this card is destroyed by battle or card effect: You can add 1 "Abyss Actor" card from your Deck to your hand, except "Abyss Actor - Wild Hope". You can only use this effect of "Abyss Actor - Wild Hope" once per turn.
(Secret Rare)


Abyss Actors are showing me they only work with each other and that really brings down their playability.
 
                               Rating: 2 | DESO-EN021 | Pendulum Monster
Abyss Actor - Leading Lady
DARK | Fiend-Type Pendulum | Level 4 | ATK 1500 | DEF 1000 | Scale 2
Once per turn, when you take battle damage from an opponent's attacking monster: You can activate 1 of these effects;
● That opponent's monster loses ATK equal to the damage you took (even if this card leaves the field).
● Add 1 face-up "Abyss Actor" Pendulum Monster from your Extra Deck to your hand with ATK less than or equal to the damage you took.

Once per turn, when battle damage is inflicted: You can target 1 face-up monster your opponent controls; it loses ATK equal to that battle damage. When this card is destroyed by battle, or if this card in its owner's Monster Zone is destroyed by an opponent's card effect: You can Set 1 "Abyss Script" Spell Card directly from your Deck.
(Secret Rare)


The Scale is pretty low and it is searchable, but the effects rely on you taking Battle Damage to accomplish anything with the effects.
 
                               Rating: 2 | DESO-EN020 | Pendulum Monster
Abyss Actor - Extras
DARK | Fiend-Type Pendulum | Level 1 | ATK 100 | DEF 100 | Scale 3
If your opponent controls a monster: You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Abyss Actor - Extras" once per turn.
You can Tribute this card; place 1 "Abyss Actor" Pendulum Monster from your Deck in your Pendulum Zone, also for the rest of this turn, you cannot Special Summon monsters, except "Abyss Actor" monsters, nor activate the Pendulum Effect of "Abyss Actor - Extras". You can only use this effect of "Abyss Actor - Extras" once per turn.
(Super Rare)


Its stats are terrible but the effects aren't too bad and will at least get you a monster for Summons or defending, even if it isn't much.
 
                               Rating: 2 | DESO-EN019 | Pendulum Monster
Abyss Actor - Sassy Rookie
DARK | Fiend-Type Pendulum | Level 4 | ATK 1700 | DEF 1000 | Scale 2
If an "Abyss Actor" monster(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead.
The first time this card would be destroyed by battle or card effect each turn, it is not destroyed. If this card is destroyed by battle, or if this card in its owner's Monster Zone is destroyed by an opponent's card effect: You can Special Summon 1 Level 4 or lower "Abyss Actor" monster from your Deck, except "Abyss Actor - Sassy Rookie". If this card in the Pendulum Zone is destroyed: You can target 1 Level 4 or lower monster your opponent controls; destroy it.
(Super Rare)


It's mostly only good because of its Scale as the effects and stats are both mediocre.
 
                               Rating: 2 | DESO-EN018 | Pendulum Monster
Abyss Actor - Superstar
DARK | Fiend-Type Pendulum | Level 7 | ATK 2500 | DEF 1800 | Scale 3
Once per turn: You can Tribute 1 "Abyss Actor" monster, then target 1 "Abyss Script" Spell Card in your Graveyard; add it to your hand.
When Normal or Special Summoned, your opponent's Spell/Trap Cards and effects cannot be activated. Once per turn: You can Set 1 "Abyss Script" Spell Card directly from your Deck, but it is sent to the Graveyard during the End Phase.
(Secret Rare)


Weaker with a higher Scale than Evil Heel but it's still useful with Funky Comedian's Scale of 8. The effects aren't that good though.
 
                               Rating: 2 | DESO-EN017 | Pendulum Monster
Abyss Actor - Funky Comedian
DARK | Fiend-Type Pendulum | Level 1 | ATK 300 | DEF 200 | Scale 8
Once per turn: You can Tribute 1 "Abyss Actor" monster, then target 1 "Abyss Actor" monster you control; it gains ATK equal to the original ATK of the Tributed monster, until the end of this turn (even if this card leaves the field).
If this card is Normal or Special Summoned: You can make this card gain 300 ATK for each "Abyss Actor" monster you currently control, until the end of this turn. You can target 1 other "Abyss Actor" monster you control; it gains ATK equal to this card's current ATK, until the end of this turn. This card cannot attack the turn this effect is activated. You can only use this effect of "Abyss Actor - Funky Comedian" once per turn.
(Super Rare)


It's less useful than Evil Heel but the Scale 8 is at least worthwhile.
 
                               Rating: 3 | DESO-EN016 | Pendulum Monster
Abyss Actor - Evil Heel
DARK | Fiend-Type Pendulum | Level 8 | ATK 3000 | DEF 2000 | Scale 1
Once per turn: You can Tribute 1 "Abyss Actor" monster, then target 1 face-up monster your opponent controls; it loses ATK equal to the original ATK of the Tributed monster, until the end of this turn (even if this card leaves the field).
If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; it loses 1000 ATK for each "Abyss Actor" monster you currently control, until the end of this turn. When this card destroys an opponent's monster by battle: You can target 1 "Abyss Script" Spell Card in your Graveyard; Set that card.
(Secret Rare)


Very high ATK, very low scale and pretty decent effects make this card worthwhile wherever you want to use it.
 
                               Rating: 2 | DESO-EN008 | Trap Card
D-Fusion
Normal Trap
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Materials for a Fusion Summon using this card's effect.
(Secret Rare)


I wouldn't recommend using this for other Fusion Monsters anyway and it only protects the new monster once.
 
                               Rating: 2 | DESO-EN007 | Effect Monster
D Cubed
DARK | Machine | Level 1 | ATK 0 | DEF 0
If this card is Normal Summoned: It is also treated as a "Destiny HERO" monster while face-up on the field. You can only use each of the following effects of "D Cubed" once per turn.
● You can discard up to 2 cards; Special Summon "D Cubed" from your hand, Deck, and/or Graveyard, equal to the number discarded, also for the rest of this turn, you cannot Normal or Special Summon other monsters, except "Destiny HERO" monsters.
● If this card is destroyed by battle or card effect: You can send 1 "Destiny HERO" monster from your Deck to the Graveyard.
(Secret Rare)


It's not far off from its anime counterpart but that also means it's not that good since getting more monsters forces you to discard cards.
 
                               Rating: 2 | DESO-EN006 | Effect Monster
Destiny HERO - Celestial
DARK | Warrior | Level 4 | ATK 1600 | DEF 1400
When this card declares an attack: You can target 1 face-up Spell Card your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the Graveyard: You can banish this card and 1 "Destiny HERO" monster from your Graveyard; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.
(Secret Rare)


Its stats are far higher than Dark Angel's but its effects are pretty mediocre.
 
                               Rating: 1 | DESO-EN005 | Effect Monster
Destiny HERO - Dark Angel
DARK | Warrior | Level 1 | ATK 0 | DEF 0
If you have 3 or more "Destiny HERO" monsters in your Graveyard: You can discard this card, then target 1 "Destiny HERO" monster in your Graveyard; Special Summon it to your opponent's field in Defense Position. When a Spell Card or effect you activate resolves, negate that effect, and if you do, or if it did not have an effect, destroy that card. During your Standby Phase: You can banish this card and 1 "Destiny HERO" monster from your Graveyard; each player chooses 1 Normal Spell Card from their Deck, and places it on top of their Deck.
(Secret Rare)


Straight from the anime comes a monster with literally nothing to show for it.
 
                               Rating: 2 | DESO-EN004 | Fusion Monster
Destiny HERO - Dystopia
DARK | Warrior-Type Fusion | Level 8 | ATK 2800 | DEF 2400
2 "Destiny HERO" monsters
If this card is Special Summoned: You can target 1 Level 4 or lower "Destiny HERO" monster in your Graveyard; inflict damage to your opponent equal to that target's ATK. During either player's turn, if this card's current ATK is different from its original ATK (except during the Damage Step): You can target 1 card on the field; destroy it, and if you do, this card's ATK becomes equal to this card's original ATK. You can only use each effect of "Destiny HERO - Dystopia" once per turn.
(Secret Rare)


Destiny HERO monsters are mostly pretty weak but the new ones here may help out a bit.
 
                               Rating: 2 | DESO-EN003 | Effect Monster
Destiny HERO - Decider
DARK | Warrior | Level 4 | ATK 1600 | DEF 1000
Level 6 or higher monsters your opponent controls cannot target this card for attacks. You can only use each of the following effects of "Destiny HERO - Decider" once per Duel.
● If this card is Normal or Special Summoned: You can add 1 "HERO" monster from your Graveyard to your hand during the End Phase of this turn.
● During either player's turn, when a card or effect is activated that would inflict damage to you, while this card is in your Graveyard: Return this card to your hand, and if you do, make that effect damage to you 0.
(Secret Rare)


The one good effect is limited to once per Duel and that really drops its uses.
 
                               Rating: 2 | DESO-EN002 | Effect Monster
Destiny HERO - Dynatag
DARK | Warrior | Level 5 | ATK 1000 | DEF 1000
During damage calculation (in either player's turn) when you would take battle damage: You can discard this card; make yourself take no battle damage from that battle, and if you do, each player takes 1000 damage. You can banish this card from your Graveyard, then target 1 "Destiny HERO" monster you control; it gains 1000 ATK until the end of your opponent's next turn.
(Super Rare)


Might as well drop it in the Graveyard and wait for your Destiny HERO to attack or battle.
 
                               Rating: 2 | DESO-EN001 | Effect Monster
Destiny HERO - Drilldark
DARK | Warrior | Level 4 | ATK 1600 | DEF 1200
If this card is Normal or Special Summoned: You can Special Summon 1 "Destiny HERO" monster from your hand with ATK less than or equal to this card's ATK on the field. You can only use this effect of "Destiny HERO - Drilldark" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(Super Rare)


There's plenty of Destiny HERO monsters to choose from but most are pretty weak.
Dark Saviors Card galleries and spoiler:
https://bit.ly/3AiIMo6 | Spoiler
                               Rating: 2 | DASA-EN039 | Spell Card
Sky Striker Airspace - Area Zero
Field Spell
You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn.
(Super Rare)

Very few uses with this and the 1st effect is far too risky.
 
                               Rating: 2 | DASA-EN038 | Spell Card
Sky Striker Mecha Modules - Multirole
Continuous Spell
Once per turn: You can target 1 other card you control; send that card to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations for the rest of this turn (even if this card leaves the field). (You can only gain the previous effect once per turn.) Once per turn, during the End Phase: You can Set "Sky Striker" Spells with different names from your GY, up to the number of "Sky Striker" Spell Cards you activated this turn while this card was face-up on your field, but banish them when they leave the field.
(Secret Rare)

Finally a support card lacking the need to have no monsters out but it's not much better.
 
                               Rating: 1 | DASA-EN037 | Spell Card
Sky Striker Mecharmory - Hercules Base
Equip Spell
Activate this card only if you control no monsters in your Main Monster Zones. The equipped monster cannot attack directly. It can make a second attack on monsters during each Battle Phase. If the equipped monster destroys a monster by its attack while you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 "Sky Striker" cards in your GY, except "Sky Striker Mecharmory - Hercules Base"; shuffle them into the Deck.
(Super Rare)

This is looking about as bad as Armed Changer from Elemental Energy.
 
                               Rating: 1 | DASA-EN036 | Spell Card
Sky Striker Mecha - Shark Cannon
Quick-Play Spell
If you control no monsters in your Main Monster Zones: Target 1 monster in your opponent's GY; banish that monster, or, if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.
(Secret Rare)

Whether you want to banish the monster or revive it on your field, this is among the worst cards to do it with.
 
                               Rating: 1 | DASA-EN035 | Spell Card
Sky Striker Mecha - Eagle Booster
Quick-Play Spell
If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; that target is unaffected by card effects this turn, except its own, and if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.
(Super Rare)

Even as a Trap Card, Safe Zone can do so much more than this and is still less situaitonal.
 
                               Rating: 1 | DASA-EN034 | Spell Card
Sky Striker Mecha - Widow Anchor
Quick-Play Spell
If you control no monsters in your Main Monster Zones: Target 1 face-up Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.
(Secret Rare)

There's better ways to gain control of monsters and/or negate their effects than this. Don't waste your time or Deck space.
 
                               Rating: 1 | DASA-EN033 | Spell Card
Sky Striker Mecha - Hornet Drones
Quick-Play Spell
If you control no monsters in your Main Monster Zones: Special Summon 1 "Sky Striker Ace Token" (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, which cannot be Tributed, and if you have 3 or more Spells in your GY when this effect resolves, the Token's ATK/DEF become 1500 instead.
(Super Rare)

I can get more Tokens with other cards that are also less restrictive on what the Token(s) can be used for.
 
                               Rating: 1 | DASA-EN032 | Spell Card
Sky Striker Maneuver - Jamming Waves!
Normal Spell
If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.
(Secret Rare)

We've had many variants of Mystical Space Typhoon. This is probably now the worst.
 
                               Rating: 1 | DASA-EN031 | Spell Card
Sky Striker Maneuver - Afterburners!
Normal Spell
If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field.
(Secret Rare)

This is everything Mystical Space Typhoon isn't and thank goodness.
 
                               Rating: 2 | DASA-EN030 | Spell Card
Sky Striker Mobilize - Engage!
Normal Spell
If you control no monsters in your Main Monster Zones: Add 1 "Sky Striker" card from your Deck to your hand, except "Sky Striker Mobilize - Engage!", then, if you have 3 or more Spells in your GY, you can draw 1 card.
(Secret Rare)

There's pretty much nothing to search for except the previous card and besides, Reinforcement of the Army is better.
 
                               Rating: 2 | DASA-EN029 | Effect Monster
Sky Striker Ace - Raye
DARK | Warrior | Level 4 | ATK 1500 | DEF 1500
You can Tribute this card (Quick Effect): Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. While this card is in your GY, if a face-up "Sky Striker Ace" Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Sky Striker Ace - Raye" once per turn.
(Super Rare)

While current Sky Striker Ace Link Monsters are total garbage, we could get formidable ones later. Plus the effect isn't too bad.
 
                               Rating: 1 | DASA-EN028 | Link Monster
Sky Striker Ace - Shizuku
WATER | Machine-Type Link | ATK 1500 | Link-1
Active Link Arrow(s): Top-Right
1 non-WATER "Sky Striker Ace" monster
Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand, with a name different from the cards in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn.
(Super Rare)

Basically it's Kagari with very few changes and that includes its rating.
 
                               Rating: 1 | DASA-EN027 | Link Monster
Sky Striker Ace - Kagari
FIRE | Machine-Type Link | ATK 1500 | Link-1
Active Link Arrow(s): Top-Left
1 non-FIRE "Sky Striker Ace" monster
If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace -
Kagari(s)" once per turn.
(Super Rare)

A one-time effect isn't worth performing when it's this bad and its other effect and ATK are just as poor.
 
                               Rating: 1 | DASA-EN026 | Trap Card
Training Fur Hire, Fur All Your Training Needs
Continuous Trap
If a face-up monster(s) "Fur Hire" you control is destroyed by battle or an opponent's card effect: You can target 1 of those monsters; Special Summon 1 monster "Fur Hire" from your Deck, whose Level is lower than that target's original Level. You can only use this effect of "Training Fur Hire, Fur All Your Training Needs" once per turn.
(Secret Rare)

Unnecessarily long name aside, you're better off using Safe Zone to protect it from both battle and card effects and more.
 
                               Rating: 1 | DASA-EN025 | Spell Card
Mayhem Fur Hire
Quick-Play Spell
Target 1 monster "Fur Hire" in your GY; Special Summon it in Defense Position. You can only activate 1 "Mayhem Fur Hire" per turn.
(Secret Rare)

There's just no excuse to use Archetype-specific Monster Reborns and Call of the Haunteds when the regular ones are legal.
 
                               Rating: 2 | DASA-EN024 | Spell Card
Fandora, the Flying Furtress
Field Spell
During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 monster "Fur Hire" from your Deck to your hand. If you control 5 or more monsters "Fur Hire" with different names: You can send this card from the Field Zone to the GY; destroy all cards your opponent controls, also, for the rest of this turn, your opponent takes no damage.
(Super Rare)

Giving up your normal draw is certainly worthwhile here but the other effect will help cost you everything.
 
                               Rating: 2 | DASA-EN023 | Effect Monster
Rafale, Champion Fur Hire
LIGHT | Dragon | Level 8 | ATK 2800 | DEF 2200
If this card is Special Summoned: You can excavate the top cards of your Deck equal to the number of monsters "Fur Hire" you control with different names, except "Rafale, Champion Fur Hire", and if you do, add 1 of them to your hand, also shuffle the rest back into your Deck. When your opponent activates a monster effect (Quick Effect): You can discard 1 card "Fur Hire"; negate the activation. You can only use each effect of "Rafale, Champion Fur Hire" once per turn.
(Secret Rare)

It's ATK is high but not high enough to make it good enough on its own, especially since both effects aren't all that good either.
 
                               Rating: 2 | DASA-EN022 | Effect Monster
Wiz, Sage Fur Hire
WATER | Spellcaster | Level 7 | ATK 1600 | DEF 2800
If this card is Special Summoned: You can gain 500 LP for each monster "Fur Hire" you control with a different name, except "Wiz, Sage Fur Hire". When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can discard 1 card "Fur Hire"; negate the activation. You can only use each effect of "Wiz, Sage Fur Hire" once per turn.
(Secret Rare)  

Not much of an improvement over the other 2-star Fur Hires in this set considering its effects aren't that great and neither are its stats.   
 
                               Rating: 2 | DASA-EN021 | Effect Monster
Dyna, Hero Fur Hire
EARTH | Beast-Warrior | Level 6 | ATK 2500 | DEF 1400
If this card is Special Summoned: You can banish cards from your opponent's GY, up to the number of monsters "Fur Hire" you control with different names. You can only use this effect of "Dyna, Hero Fur Hire" once per turn. Monsters your opponent controls cannot target monsters "Fur Hire" you control for attacks, except this one.
(Secret Rare)  

Despite lacking the ability to Special Summon Fur Hires, it stil has high ATK for its Level and no Summoning requirements.
 
                               Rating: 2 | DASA-EN020 | Effect Monster
Sagitta, Maverick Fur Hire
WIND | Winged Beast | Level 5 | ATK 1200 | DEF 2400
If this card is Special Summoned: You can inflict 500 damage to your opponent for each monster "Fur Hire" you control with a different name, except "Sagitta, Maverick Fur Hire". You can only use this effect of "Sagitta, Maverick Fur Hire" once per turn. Your opponent cannot target monsters "Fur Hire" you control with card effects, except this one.
(Secret Rare)  

It can't do as much as its lower Level companions and it's not very strong for its Level but the damage could be potent.
 
                               Rating: 3 | DASA-EN019 | Effect Monster
Bravo, Fighter Fur Hire
FIRE | Reptile | Level 4 | ATK 1900 | DEF 200
During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Bravo, Fighter Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can have all monsters "Fur Hire" currently on the field gain 500 ATK/DEF until the end of this turn. You can only use each effect of "Bravo, Fighter Fur Hire" once per turn.
(Super Rare)  

Finally a monster worth using and since the 2nd effect works on another copy of itself, both copies will benefit for a short time.
 
                               Rating: 2 | DASA-EN018 | Effect Monster
Seal, Strategist Fur Hire
DARK | Beast-Warrior | Level 4 | ATK 1600 | DEF 1000
During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Seal, Strategist Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 monster "Fur Hire" in your GY; add it to your hand. You can only use each effect of "Seal, Strategist Fur Hire" once per turn.
(Super Rare)  

The strongest Fur Hire monster (such wording has me worried) thus far but it's not yet good enough to approve the Archetype.
 
                               Rating: 2 | DASA-EN017 | Effect Monster
Beat, Bladesman Fur Hire
EARTH | Warrior | Level 3 | ATK 1200 | DEF 500
During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Beat, Bladesman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can add 1 monster "Fur Hire" from your Deck to your hand, except "Beat, Bladesman Fur Hire". You can only use each effect of "Beat, Bladesman Fur Hire" once per turn.
(Secret Rare)  

So far, it's looking like these guys aren't all that good, even with the 1st effect and this guy only joins them.
 
                               Rating: 2 | DASA-EN016 | Effect Monster
Helmer, Helmsman Fur Hire
WATER | Aqua | Level 3 | ATK 0 | DEF 2000
During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Helmer, Helmsman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can discard 1 card "Fur Hire"; draw 1 card. You can only use each effect of "Helmer, Helmsman Fur Hire" once per turn.
(Super Rare)  

2000 DEF and the ability to Special Summon friends is nice but the other effect will cost you.
 
                               Rating: 2 | DASA-EN015 | Effect Monster
Recon, Scout Fur Hire
WIND | Beast | Level 2 | ATK 1000 | DEF 500
During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Recon, Scout Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 Set card on the field; destroy it. You can only use each effect of "Recon, Scout Fur Hire" once per turn.
(Super Rare)

Konami just flipped Donpa's ATK and DEF and changed the 2nd effect to destroy a Set card, giving it the
same playability.
 
                               Rating: 2 | DASA-EN014 | Effect Monster
Donpa, Marksman Fur Hire
WIND | Beast | Level 2 | ATK 500 | DEF 1000
During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Donpa, Marksman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 face-up card on the field; destroy it. You can only use each effect of "Donpa, Marksman Fur Hire" once per turn.
(Super Rare)

If it weren't for the very first line of text (which is meant to be humor), I'd have all I need to rate it 1/5 but it still won't do much.
 
                               Rating: 2 | DASA-EN011 | Trap Card
Vampire Domination
Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control a "Vampire" monster: Negate the activation, and if you do, destroy that card, then, if it was a Monster Card, gain LP equal to its original ATK. You can only activate 1 "Vampire Domination" per turn.
(Secret Rare)

It doesn't matter what Vampire monster it is but not all of them are that good and you can negate effects better other ways.
 
                               Rating: 2 | DASA-EN010 | Trap Card
Vampire Awakening
Normal Trap
Special Summon 1 "Vampire" monster from your Deck, but destroy it during the End Phase of this turn. You can only activate 1 "Vampire Awakening" per turn.
(Super Rare)  

It may get you out of a pinch but only temporarily unless you make use of your new monster that turn.
 
                               Rating: 2 | DASA-EN009 | Spell Card
Vampire's Domain
Continuous Spell
Once per turn: You can pay 500 LP; during your Main Phase this turn, you can Normal Summon 1 "Vampire" monster in addition to your Normal Summon/Set. (Even if this card leaves the field. You can only gain this effect once per turn.) Each time your "Vampire" monster inflicts battle damage to your opponent: Gain the same amount of LP.
(Secret Rare)  

Vampires Decks now can do what Double Summon already does for any Deck and the 2nd effect probably won't do much.
 
                               Rating: 2 | DASA-EN008 | Spell Card
Vampire's Desire
Normal Spell
Activate 1 of these effects.
● Target 1 face-up monster you control; send 1 "Vampire" monster from your Deck to the GY with a different Level from that monster, and if you do, the targeted monster becomes the Level of that sent monster in the GY, until the end of this turn.
● Target 1 "Vampire" monster in your GY; send 1 monster you control to the GY, and if you do, Special Summon the targeted monster.You can only activate 1 "Vampire's Desire" per turn.
(Secret Rare)  

Book of Life does the 2nd effect better. The other effect isn't that bad, though.   
 
                               Rating: 3 | DASA-EN007 | Xyz Monster
Dhampir Vampire Sheridan
DARK | Zombie-Type Xyz | Rank 6 | ATK 2600 | DEF 1000
2+ Level 6 monsters
If you use a monster(s), with a Level, that is owned by your opponent for the Xyz Summon of this card, treat it as Level 6. Once per turn: You can detach 1 material from this card, then target 1 card your opponent controls; send it to the GY. Once per turn, if a Monster Card(s) is sent from the field to your opponent's GY by a card effect, or a monster is destroyed by battle and sent to your opponent's GY: You can detach 1 material from this card; Special Summon 1 of those monsters to your field in Defense Position.
(Secret Rare)  

Rank 6 Xyz Monsters are typically take more work but this guy can make that easier. The other effects aren't bad either.   
 
                               Rating: 3 | DASA-EN006 | Effect Monster
Vampire Red Baron
DARK | Zombie | Level 6 | ATK 2400 | DEF 1000
Once per turn: You can pay 1000 LP, then target 1 monster your opponent controls and 1 other "Vampire" monster you control; switch control of those monsters. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
(Super Rare)  

It can certainly work on its own thanks to its Monarch ATK and DEF but the effect will be a nice bonus if you can make use of it.   
 
                               Rating: 2 | DASA-EN005 | Effect Monster
Vampire Scarlet Scourge
DARK | Zombie | Level 6 | ATK 2200 | DEF 2200
If this card is Normal or Special Summoned: You can pay 1000 LP, then target 1 "Vampire" monster in your GY, except "Vampire Scarlet Scourge"; Special Summon it, but it cannot attack this turn. You can only use this effect of "Vampire Scarlet Scourge" once per turn. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
(Secret Rare) 

Literally not much better than Grimson as its ATK is only 200 points more and it still costs 1000 LP to use the 1st effect.   
 
                               Rating: 2 | DASA-EN004 | Effect Monster
Vampire Grimson
DARK | Zombie | Level 5 | ATK 2000 | DEF 1400
If a monster(s) you control would be destroyed by battle or an opponent's card effect, you can pay 1000 LP for each monster that would be destroyed, instead (you must protect all your monsters that would be destroyed, if you use this effect). At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
(Super Rare) 

The effect can even work on itself and the fee isn't too steep but can become costly with each monster you opt to save from destruction in battle.
 
                               Rating: 2 | DASA-EN003 | Effect Monster
Vampire Fraulein
DARK | Zombie | Level 5 | ATK 600 | DEF 2000
When a monster declares an attack: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Vampire Fraulein" once per turn. Once per battle, when your Zombie monster battles an opponent's monster, during that damage calculation (Quick Effect): You can pay LP in multiples of 100 (max. 3000); that monster you control gains that much ATK/DEF during that damage calculation only. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
(Secret Rare) 

A weak Level 5 monster but the first effect can help protecct your LP. Wouldn't recommend the other effect though.
 
                               Rating: 2 | DASA-EN002 | Effect Monster
Vampire Retainer
DARK | Zombie | Level 2 | ATK 1200 | DEF 0
If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" Spell/Trap from your Deck to your hand. If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Retainer" once per turn.
(Super Rare)

Haven't really analyzed the Vampire Spell/Trap card support in this set but in case any are playable, I'll give this guy a 2.   
 
                               Rating: 2 | DASA-EN001 | Effect Monster
Vampire Familiar
DARK | Zombie | Level 1 | ATK 500 | DEF 0
If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" monster from your Deck to your hand, except "Vampire Familar". If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Familiar" once per turn.
(Super Rare)

The weakest Vampire monster I've ever seen but it can certainly help a bit if the 1st effect is used.