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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

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Battles of Legend New Card Ratings (Page 3)

*For info on how these ratings are determined, click here.
**Booster set gallery:
https://yugipedia.com/wiki/Set_Card_Galleries:Battles_of_Legend:_Relentless_Revenge_(TCG-EN-1E)
Battles of Legend: Relentless Revenge
                                                               BLRR-EN045
Link Monster
Flash Charge Dragon
DARK / Dragon-Type Link / ATK 2300 / Link-3
Active Link Arrow(s): Top, Top-Left and Top-Right
2+ Dragon monsters
You cannot Summon/Set monsters to a zone this card points to. Once per turn, if a monster(s) is Normal or Special Summoned, to a zone(s) this card points to (except during the Damage Step): You can destroy 1 monster this card points to, and if you do, inflict 500 damage to your opponent. When a card or effect is activated that targets this face-up card (Quick Effect): You can Tribute 1 monster; negate the activation.
SECRET RARE
                                               Rating: 2
It basically sets a detonator cord to each of its Link Arrows' zones but the effect is once per turn and can only destroy 1 monster at a time. The added burn damage isn't much but may help. Either way, you're going to need Dragons to make this card hit the field.
 
                                                               BLRR-EN044
Link Monster
Borrelguard Dragon
DARK / Dragon-Type Link / ATK 3000 / Link-4
Active Link Arrow(s): Top, Right, Bottom and Bottom-Right
3+ Effect Monsters
Cannot be destroyed by card effects. Once per turn: You can send 1 card from your Spell & Trap Zone to the GY; Special Summon from either GY to your field, 1 monster that was destroyed and sent there this turn, but negate its effects. Once per turn (Quick Effect): You can target 1 monster on the field; change it to face-up Defense Position. Your opponent cannot activate cards or effects in response to this effect's activation.
SECRET RARE
                                               Rating: 2
It's a bit better but still takes the same amount of effort. At least it can't be destroyed by card effects and the effects aren't as situational.
 
                                                               BLRR-EN043
Link Monster
Topologic Gumblar Dragon
DARK / Cyberse-Type Link / ATK 3000 / Link-4
Active Link Arrow(s): Top, Bottom, Left and Right
2+ Effect Monsters
If another monster is Special Summoned to a zone a Link Monster points to, while this monster is on the field: Discard 1 or 2 random cards, then your opponent discards the same number. During your Main Phase, if this card is Extra Linked and your opponent has at least 1 card in their hand: You can make your opponent discard 1 or 2 cards (whichever is higher), then, if they have no more cards in their hand, inflict 3000 damage to them. You can only use 1 "Topologic Gumblar Dragon" effect per turn, and only once that turn.
SECRET RARE
                                               Rating: 1
Effects that depend on what's in the hand better be useful because that number constantly changes. This guy doesn't really have any useful effects as they're highly dependent on what the opponent's hand size is. Plus, making your opponent discard random cards requires you to do it first and that could mean a worse trade-off for you versus your opponent. Really not worth the effort for a Link-4 monster.
 
                                                               BLRR-EN042
Effect Monster
Triggering Wurm
DARK / Dragon / Level 2 / ATK 600 / DEF 600
If this card is sent to the GY as Link Material for the Link Summon of a DARK monster: You can Special Summon this card from your GY in Attack Position, to your zone that Link Monster points to, but it cannot be used as Link Material. If this card is destroyed or banished by an effect activated by a Link Monster: Draw 1 card. You can only use each effect of "Triggering Wurm" once per turn.
SECRET RARE
                                               Rating: 1
What's the point in making this guy Link Material when reviving it by its effect makes it unable to be Link Material the next time around? Plus it's exceptionally weak and has an effect better executed by other cards like Skelengel.
 
                                                               BLRR-EN041
Effect Monster
Hibernation Dragon
DARK / Dragon / Leverl 3 / ATK 600 / DEF 1500
If this card is Normal or Special Summoned: You can target 1 Level 4 or lower Dragon monster in your GY; add it to your hand. While you control no Link Monsters, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 DARK Dragon Link Monster in your GY; Special Summon it. You can only use each effect of "Hibernation Dragon" once per turn.
SECRET RARE
                                               Rating: 2
Honestly, it's too weak to be much use on the field so if you're going to bring it out, do so only for the effect or it's pretty much wasted effort.
 
                                                               BLRR-EN040
Fusion Monster
Shura the Combat Star
DARK / Warrior-Type Fusion / Level 12 / ATK 0 / DEF 0
"Idaten the Conqueror Star" + 1 Level 5 or higher Warrior monster
Once per turn, during the Battle Phase (Quick Effect): You can make the ATK of all face-up monsters your opponent currently controls 0. Once per battle, if a monster battles another monster, during damage calculation (Quick Effect): You can make each battling monster gain ATK equal to its own Level x 200, during that damage calculation only. If this Fusion Summoned card you control is destroyed by an opponent's card and sent to your GY: You can Special Summon 1 "Idaten the Conqueror Star" from your Extra Deck. (This is treated as a Fusion Summon.)
ULTRA RARE
                                               Rating: 2
It requires Idaten the Conqueror Star as Fusion Material and is somewhat specific for the other Fusion Material but while its ATK and DEF are 0 to start, it can essentially gain 2400 ATK while the other monster will likely be much less. Plus, when it's destroyed, you can bring out another Idaten the Conqueror Star from your Extra Deck as a Fusion Summon. Still, that ATK boost won't help if it's in Defense Mode and is entirely reliant on its effects to be effective.
 
                                                               BLRR-EN039
Fusion Monster
Idaten the Conqueror Star
LIGHT / Warrior-Type Fusion / Level 10 / ATK 3000 / DEF 2200
2 Level 5 or higher Warrior monsters
If this card is Fusion Summoned: You can add 1 Level 5 Warrior monster from your Deck to your hand. You can only use this effect of "Idaten the Conqueror Star" once per turn. Once per turn: You can discard any number of cards; this card gains 200 ATK for each card discarded. Once per battle, during damage calculation, if this card battles an opponent's monster with an equal or lower Level (Quick Effect): You can make that opponent's monster's ATK 0 during that damage calculation only.
ULTRA RARE
                                               Rating: 3
While its Fusion Materials are somewhat specific, they're not so specific that you have to use the likes of Hayate, Kaiki or Tenma. Plus, you can give it a permanent ATK boost each turn and since it's a Level 10 monster, it's bound to get the last effect to kick in, especially since it works during either player's turn.
 
                                                               BLRR-EN038
Effect Monster
Kaiki the Unity Star
LIGHT / Warrior / Level 5 / ATK 1000 / DEF 2100
If this card is Special Summoned (except during the Damage Step): You can pay 500 LP; Fusion Summon 1 Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. During your opponent's turn, if this card is in your GY and you control a Level 5 or higher Warrior monster whose current ATK is different from its original ATK (Quick Effect): You can Special Summon this card. You can only use each effect of "Kaiki the Unity Star" once per turn.
ULTRA RARE
                                               Rating: 2
It's pretty easy to Special Summon it using a variety of methods and thus will get to Fusion Summon without Polymerization for a very small fee. Still, it doesn't have a whole lot going for it, especailly since its stats aren't very good for a Level 5 monster and there's only two Fusion Monsters this guy can work with given all the others are generally specific with their Fusion Materials.
 
                                                               BLRR-EN037
Effect Monster
Tenma the Sky Star
LIGHT / Warrior / Level 5 / ATK 2100 / DEF 1000
If only your opponent controls a monster, or if you control an EARTH monster, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 EARTH Warrior monster from your hand. You can only use this effect of "Tenma the Sky Star" once per turn. Once per turn, when your opponent activates a card or effect that targets a Warrior monster you control (Quick Effect): You can make this card lose exactly 500 ATK, and if you do, negate the activation, and if you do that, destroy that card.
ULTRA RARE
                                               Rating: 2
It's basically a carbon copy of Hayate and thus isn't really any better, apart from its DEF.
 
                                                               BLRR-EN036
Effect Monster
Hayate the Earth Star
EARTH / Warrior / Level 5 / ATK 2100 / DEF 0
If only your opponent controls a monster, or if you control a LIGHT monster, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 LIGHT Warrior monster from your hand. You can only use this effect of "Hayate the Earth Star" once per turn. Once per turn, when your Warrior monster is targeted for an attack: You can make this card lose exactly 500 ATK, and if you do, negate the attack.
ULTRA RARE
                                               Rating: 2
None of the effects, or its DEF make it really all that playable as a whole but it's not so bad that I can only give it 1/5.
 
                                                               BLRR-EN035
Spell Card
Glorious Numbers
Normal Spell
If you control no monsters: Target 1 "Number" Xyz Monster in your GY; Special Summon it, then draw 1 card. You can banish this card from your GY, then target 1 "Number" Xyz Monster you control; attach 1 card from your hand to it as material. You can only use each effect of "Glorious Numbers" once per turn.
SECRET RARE
                                               Rating: 2
It's pretty situational but does have enough perks to make it somewhat worthwhile. However, it's limited to Number Xyz Monsters and you need no monsters out to use it.
 
                                                               BLRR-EN034
Spell Card
Iron Draw
Normal Spell
If you control exactly 2 Machine Effect Monsters and no other monsters: Draw 2 cards. For the rest of this turn after this card resolves, you can only Special Summon once. You can only activate 1 "Iron Draw" per turn.
SECRET RARE
                                               Rating: 2
It can be useful in Machine Decks but not much else. Plus, you only get to Special Summon once for the remainder of the turn it's used.
 
                                                               BLRR-EN033
Xyz Monster
Number 90: Galaxy-Eyes Photon Lord
LIGHT / Warrior-Type Xyz / Rank 8 / ATK 2500 / DEF 3000
2 Level 8 monsters
If this card has a "Photon" card as material, it cannot be destroyed by card effects. You can only use each of the following effects of "Number 90: Galaxy-Eyes Photon Lord" once per turn.
● When an opponent's monster activates its effect (Quick Effect): You can detach 1 material from this card; negate that monster's effect, and if the detached material was a "Galaxy" card, destroy that card.
● During your opponent's turn (Quick Effect): You can take 1 "Photon" or "Galaxy" card from your Deck, and either add it to your hand or attach it to this card as material.
SECRET RARE
                                               Rating: 2
It'll probably mostly be a wall to defend your LP and/or your cards on the field but it can get more Xyz Materials from your Deck during either player's turn or negate an effect for the price of 1 Xyz Material. Still, to gain the very first effect, that requires a Photon card as Xyz Material, which can be achieved but that will limit your options if you want it to have that effect once it's on the field.
 
                                                               BLRR-EN032
Xyz Monster
Number 75: Bamboozling Gossip Shadow
WIND / Spellcaster-Type Xyz / Rank 3 / ATK 1000 / DEF 2600
2+ Level 3 monsters
Once per turn, when an opponent's monster activates its effect (Quick Effect): You can detach 2 materials from this card; the activated effect becomes "both players draw 1 card". You can target 1 other "Number" Xyz Monster you control; attach this card to it as material. (Transfer its materials to that monster.) You can only use this effect of "Number 75: Bamboozling Gossip Shadow" once per turn.
SECRET RARE
                                               Rating: 2
It has some pretty high DEF for such a low Rank and the more materials you use, the better your odds of it being successful. Unfortunately, it also requires 2 Xyz Materials to be detached, which in most cases means you'll be out of them. Thankfully it can replenish that with an equal amount or even more than what it started with.
 
                                                               BLRR-EN031
Xyz Monster
Number 67: Pair-a-Dice Smasher
LIGHT / Fairy-Type Xyz / Rank 5 / ATK 2100 / DEF 2100
2+ Level 5 monsters
Once per turn, during your Main Phase 1: You can detach 2 materials from this card; each player rolls a six-sided die twice. The player with the higher total cannot activate monster effects or declare an attack, until the end of the next turn. Once per turn, if either player rolls a six-sided die (or dice) while this card has material, you can treat one of the results as 7.
SECRET RARE
                                               Rating: 1
No matter how many Xyz Materials you use, it's a gamble that you may lose and it costs you 2 Xyz Materials to do so. Not even making the result 7 is worth it, especially since that'll mean having at least three Xyz Materials to make that happen.
 
                                                               BLRR-EN030
Xyz Monster
Number 27: Dreadnought Dreadnoid
WATER / Machine-Type Xyz / Rank 4 / ATK 2200 / DEF 1000
2+ Level 4 monsters
At the end of the Battle Phase, if this card destroyed an opponent's monster by battle: You can Special Summon from your Extra Deck, 1 Rank 10 or higher Machine Xyz Monster by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Number 27: Dreadnought Dreadnoid" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.
SECRET RARE
                                               Rating: 2
It can not only survive battle by removing an Xyz Material but become Xyz Material for a Rank 10+ Machine-Type Xyz and it's Rank 4 to start with. What's also nice is that its Xyz Materials are unrestrained both in the number and by what mosnters it needs, apart from needing Level 4 monsters. Still, there aren't many good Rank 10 Machine-Type monsters to Rank-Up to with this.
 
                                                               BLRR-EN029
Trap Card
Infinite Light
Continuous Trap
Activate this card by sending 1 face-up "Infinite Machine" from your Spell & Trap Zone to the GY. This face-up card cannot be destroyed by your opponent's card effects. Neither player can target "Timelord" monsters you control with card effects, or return "Timelord" monsters from the field to the Deck. Once per turn, if you control no monsters: You can Special Summon up to 1 "Timelord" monster each from your hand, Deck, and GY, with different names, ignoring their Summoning conditions.
SECRET RARE
                                               Rating: 2
It's a bit better than the other two as it can help swarm the field with Timelords but requires one to be in the hand, Deck and Grave. Plus it still requires using the other two cards.
 
                                                               BLRR-EN028
Trap Card
Infinite Machine
Continuous Trap
Activate this card by sending 1 face-up "Empty Machine" from your Spell & Trap Zone to the GY. Once per turn, this face-up card cannot be destroyed by your opponent's card effects. Once per turn, you can activate 1 of these effects.
● During the Main Phase: Special Summon 1 "Timelord" monster from your hand.
● You can target 1 "Timelord" monster in your GY; shuffle it into the Deck, then, you can Set 1 "Infinite Light" directly from your hand or Deck.
SECRET RARE
                                               Rating: 2
Another card from the unfinished dubbed episodes of Yu-Gi-Oh 5Ds but it's not much better than Empty Machine given its effects.
 
                                                               BLRR-EN027
Trap Card
Empty Machine
Continuous Trap
The first time this face-up card on the field would be destroyed by an opponent's card effect, it is not destroyed. Once per turn, you can activate 1 of these effects.
● Discard 1 Level 10 monster; draw 1 card.
● If this is the only card in your Spell & Trap Zone: Target 1 "Timelord" monster in your GY; shuffle it into the Deck, then, you can Set 1 "Infinite Machine" directly from your hand or Deck.
SECRET RARE
                                               Rating: 2
It has some built-in protection and can help keep dead draws out of your hand but you may be better off just Special Summoning them with Valhalla, Hall of the Fallen as they're all Fairy-Type monsters with most having no summoning requirements. Still, if you can't Special Summon, then using the 1st bulleted effect may not be too bad.
 
                                                               BLRR-EN025
Effect Monster
Sandaion, the Timelord
LIGHT / Fairy / Level 10 / ATK 4000 / DEF 4000
Cannot be Special Summoned from the Deck. You can only control 1 "Sandaion, the Timelord". If only your opponent controls a monster, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. Neither player takes battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: Inflict 2000 damage to your opponent. Once per turn, during your Standby Phase: Shuffle this card into the Deck.
ULTRA RARE
                                               Rating: 2
It doesn't have any summoning requirements but its 4000 ATK and DEF are virtually useless when it prevents either player from taking battle damage from its battles. Really, the only reason I give it 2/5 is that it has built-in destruction prevention and that's mitigated by the fact that it returns to the Deck like all the others.
 
                                                               BLRR-EN024
Effect Monster
Gabrion, the Timelord
WATER / Fairy / Level 10 / ATK 0 / DEF 0
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. You take no battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: Shuffle as many cards your opponent controls as possible into the Deck(s), then they draw cards equal to the number shuffled into their Main Deck. Once per turn, during your Standby Phase: Shuffle this card into the Deck.
ULTRA RARE
                                               Rating: 1
Not much of a point to this guy when you're going to give your opponent more options than they had before and it doesn't deal them any damage.
 
                                                               BLRR-EN023
Effect Monster
Raphion, the Timelord
WIND / Fairy / Level 10 / ATK 0 / DEF 0
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. You take no battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: Inflict damage to your opponent equal to the ATK of 1 monster your opponent controls that battled this card this turn. Once per turn, during your Standby Phase: Shuffle this card into the Deck.
ULTRA RARE
                                               Rating: 2
It's probably going to be pretty significant damage to your opponent but then we already have cards that can dish out the ATK of the opponent's monster, or any monster.
 
                                                               BLRR-EN022
Effect Monster
Hailon, the Timelord
EARTH / Fairy / Level 10 / ATK 0 / DEF 0
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. You take no battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: If your LP is lower than your opponent's, inflict damage to your opponent equal to the difference. Once per turn, during your Standby Phase: Shuffle this card into the Deck. 
ULTRA RARE
                                               Rating: 1
I probably won't be rating many of these guys this low but this guy earned it because you're risking everything on a single attack with low LP and a monster with 0 ATK that can easily lose its effects or have the attack negated.   
 
                                                               BLRR-EN021
Effect Monster
Michion, the Timelord
FIRE / Fairy / Level 10 / ATK 0 / DEF 0
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. You take no battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: Halve your opponent's LP. Once per turn, during your Standby Phase: Shuffle this card into the Deck.
ULTRA RARE  
                                               Rating: 2
These guys are pretty dependent on their effects because without them, there's nothing to fear. Even so, their effects don't protect them from harm so you'll have to use the likes of Mound of the Bound Creator.   
 
                                                               BLRR-EN020
Spell Card
Slash Draw
Normal Spell
Discard 1 card; send cards from the top of your Deck to the GY, equal to the number of cards your opponent controls, then draw 1 card and show it. Then, if it was "Slash Draw", send it to the GY, and if you do, destroy as many cards on the field as possible, then inflict 2000 damage to your opponent for each card destroyed and sent to the GY by this effect. If the card you drew was not "Slash Draw", shuffle cards from your GY into your Deck, equal to the number of cards sent from your Deck to the GY by this effect. You can only activate 1 "Slash Draw" per turn.
ULTRA RARE  
                                               Rating: 2
They've doubled the damage the card deals from the anime so that the card can still win in a single turn, though you won't be having Lucien Grimley's luck unless you can improve the odds with card effects but that's a pretty mediocre strategy. Still, even if you don't get it, you really only lose the card you discarded.   
 
                                                               BLRR-EN017
Trap Card
Born from Draconis
Normal Trap
Banish all LIGHT Machine monsters from your GY and face-up from your field; Special Summon 1 Level 6 or higher LIGHT Machine monster from your hand, ignoring its Summoning conditions, and if you do, its ATK/DEF become equal to the number of monsters banished to activate this card x 500, also it is unaffected by card effects, except its own and this card's. You cannot Special Summon other monsters the turn you activate this card.
ULTRA RARE  
                                               Rating: 1
Wasted resources just for a monster that can still be taken out in battle unless you remove at least 6 monsters in your Graveyard and/or in play on your field. However, that's pretty costly and if you lose that monster you'll have few options to make a comeback.   
 
                                                               BLRR-EN016
Spell Card
Cyber Emergency
Normal Spell
Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.
SECRET RARE
                                               Rating: 2
You can fetch regular Cyber Dragon or just about any member of its family and more but the bonus effect depends entirely on the card being negated, which'll end up costing you a card from your hand.
 
                                                               BLRR-EN015
Spell Card
Living Fossil
Equip Spell
Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field (even if this card has left the field). When this card leaves the field, banish the equipped monster. The equipped monster loses 1000 ATK/DEF, also its effects are negated. You can only activate 1 "Living Fossil" per turn.
SECRET RARE
                                               Rating: 1
This fossil should stay dead because it's utterly useless given the better alternatives already released that are legal.
 
                                                               BLRR-EN014
Spell Card
Litmus Doom Ritual
Ritual Spell
This card is used to Ritual Summon "Litmus Doom Swordsman". You must also Tribute monsters from your hand or field, whose total Levels equal 8 or more. If this card is in the GY: You can target 1 "Litmus Doom Swordsman" in your GY; shuffle both it and this card from the GY into the Deck, then draw 1 card. You can only use this effect of "Litmus Doom Ritual" once per turn.
ULTRA RARE
                                               Rating: 2
It's more than the typical Ritual Spell as there's a bonus effect for after it's been used and you've lost Litmus Doom Swordsman. Still, you won't get much more than that.
 
                                                               BLRR-EN013
Ritual Monster
Litmus Doom Swordsman
DARK / Warrior-Type Ritual / Level 8 / ATK 0 / DEF 0
You can Ritual Summon this card with "Litmus Doom Ritual". It is unaffected by Trap effects and cannot be destroyed by battle. Gains 3000 ATK/DEF while a Trap is on the field. If this Ritual Summoned card in its owner's control is destroyed by your opponent's card: You can target 1 Trap in either GY; Set it to your Spell & Trap Zone.
ULTRA RARE
                                               Rating: 2
It can be helpful for you if either player has a Trap Card and can't be affected by them so you could have a card that would normally affect it like Gravity Bind and just reduce the odds of your opponent being able to attack. Of course, without its precious effects, it's going to be easily beaten but can thankfully be revived via Limit Reverse and be unbound by its effects.
 
                                                               BLRR-EN012
Spell Card
Iron Cage
Continuous Spell
When this card is activated: Send 1 monster you control to the GY, or if "Golden Castle of Stromberg" is in a Field Zone, you can send 1 monster your opponent controls to the GY, instead. Once per turn, during your Standby Phase: You can target the monster that was sent to the GY by this card's effect; destroy this card, and if you do, Special Summon that monster to your field. You can only activate 1 "Iron Cage" per turn.
ULTRA RARE
                                               Rating: 1
The best part of the effect requires a mediocre Field Spell to be in play but we have Monster Reborn legal again (and have better options even if it wasn't legal) so there's pretty much no point to this.
 
                                                               BLRR-EN011
Spell Card
Glass Slippers
Equip Spell
If this card is equipped to a Fairy monster, it gains 1000 ATK. If this card is equipped to a non-Fairy monster, it cannot attack, also it loses 1000 ATK. If this card is sent to the GY because the equipped monster is destroyed: You can target 1 "Prinzessin" you control; equip this card to that target. You can only use this effect of "Glass Slippers" once per turn.
SECRET RARE
                                               Rating: 2
It can be somewhat decent with certain monsters but Darkworld Shackles takes it a step further by crippling the affected monster down to 100 ATK and DEF.
 
                                                               BLRR-EN010
Spell Card
Golden Castle of Stromberg
Field Spell
Once per turn, during your Standby Phase, you must banish 10 cards from the top of your Deck face-down (this is not optional), or this card is destroyed. During your Main Phase: You can Special Summon 1 monster from your Deck that specifically lists the card "Golden Castle of Stromberg" in its text. You cannot Normal Summon/Set the turn you activate this effect (even if this card leaves the field). You can only use this effect of "Golden Castle of Stromberg" once per turn. When an opponent's monster declares an attack: Destroy the attacking monster, and if you do, inflict damage to your opponent equal to half the ATK that monster had on the field.
SECRET RARE
                                               Rating: 2
Honestly, I feel it was a poor decision to center the other Fairy Tale cards around this one as this one has taken a beating from its anime version, at least from after Zigfried von Schroeder modified it. There may be others that support this card too but I doubt they'll be much better. The only good effect is the last one and it's offset by the big maintenance cost that you can't really avoid.
 
                                                               BLRR-EN009
Effect Monster
Hexe Trude
DARK / Spellcaster / Level 8 / ATK 2600 / DEF 2100
If "Golden Castle of Stromberg" is in a Field Zone, you can Normal Summon this card without Tributing. Once per turn, if "Golden Castle of Stromberg" is in a Field Zone: You can target 1 card on the field, except this one; destroy it, and if you do, this card can make up to 2 attacks on monsters during each Battle Phase this turn. When this card destroys a monster by battle: You can target 1 face-up monster you control; it gains 400 ATK.
SECRET RARE
                                               Rating: 2
You don't have to control Golden Castle but given how poor Golden Castle of Stromberg is, its not likely to see much play as they crippled to where it's barely usable. The other effect isn't that good either, even if it's used on itself.
 
                                                               BLRR-EN008
Effect Monster
Glife the Phantom Bird
WIND / Winged Beast / Level 4 / ATK 1500 / DEF 1500
You can discard this card; add 1 "Golden Castle of Stromberg" from your Deck to your hand. If this card is Normal or Special Summoned: You can target 1 card in your opponent's Spell & Trap Zone; destroy it. You can only use this effect of "Glife the Phantom Bird" once per turn.
SECRET RARE
                                               Rating: 2
It's searchable and can search the infamous Golden Castle but really doesn't do a whole lot once its effects are used, or if they're negated. It's also not very strong to hold its own.
 
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Effect Monster
Iron Knight
EARTH / Warrior / Level 4 / ATK 1700 / DEF 700
Loses 1000 ATK while you control "Iron Hans". If this card on the field is destroyed by battle or sent to the GY by a card effect: You can add 1 "Iron Hans" from your Deck to your hand, or, if "Golden Castle of Stromberg" is in a Field Zone, you can add 1 Warrior monster from your Deck to your hand, instead. You can only use this effect of "Iron Knight" once per turn.
ULTRA RARE
                                               Rating: 1
Apparently there was little Konami could think of to improve this card because all they did was also make it useless support for equally bad and sub-par cards.
 
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Effect Monster
Iron Hans
EARTH / Warrior / Level 4 / ATK 1200 / DEF 800
If this card is Summoned: You can Special Summon 1 "Iron Knight" from your Deck, also if "Golden Castle of Stromberg" is not in a Field Zone when this effect resolves, you cannot Special Summon monsters from the Extra Deck for the rest of this turn. You can only use this effect of "Iron Hans" once per turn. Gains 1000 ATK for each "Iron Knight" you control, while "Golden Castle of Stromberg" is in a Field Zone.
ULTRA RARE
                                               Rating: 1
It needs a worthless monster to gain 1000 or more ATK but why bother when monsters released before it don't require anything special are already stronger?
 
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Effect Monster
Pumpkin Carriage
EARTH / Plant / Level 3 / ATK 0 / DEF 300
"Prinzessin" you control can attack directly. Your opponent cannot target "Golden Castle of Stromberg" you control with card effects, also it cannot be destroyed by card effects.
ULTRA RARE
                                               Rating: 1
It doesn't mattter how well it protects other cards when it doesn't protect itself and those stats are going to make it an easy target.
 
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Effect Monster
Prinzessin
LIGHT / Fairy / Level 4 / ATK 300 / DEF 600
If this card is Normal or Special Summoned: You can Special Summon 1 "Pumpkin Carriage" from your hand or Deck, then, if "Golden Castle of Stromberg" is in a Field Zone, you can equip 1 "Glass Slippers" from your Deck to this card. You can only use this effect of "Prinzessin" once per turn. When this card inflicts battle damage to your opponent by a direct attack: You can target 1 "Glass Slippers" equipped to this card and 1 face-up monster on the field; equip that "Glass Slippers" to that target.
SECRET RARE
                                               Rating: 1
Her name doesn't follow the anime name, at least in English but it doesn't matter because neither her effects, nor her stats make her fit for the ball or glass slippers, which are probably dangerous (or bad in the card's case).
 
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Effect Monster
Flying Elephant
WIND / Beast / Level 4 / ATK 1850 / DEF 1300
Once per opponent's turn, if this card would be destroyed by their card effect, it is not destroyed. Once per turn, during their End Phase, if that effect was applied this turn: Apply the following effect.
● During your next turn, if this card inflicts battle damage to your opponent by a direct attack, you win the Duel.
SECRET RARE
                                               Rating: 3
It was given a bit of a buff based on the events that cost Bandit Keith the Intercontinental Championship but the effect isn't likely to be pulled off.
 
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Spell Card
Summon Dice
Normal Spell
Pay 1000 LP; roll a six-sided die and apply the result.
● 1 or 2: Immediately after this effect resolves, you can Normal Summon 1 monster.
● 3 or 4: You can Special Summon 1 monster from your GY.
● 5 or 6: You can Special Summon 1 Level 5 or higher monster from your hand.
You can only activate 1 "Summon Dice" per turn.
ULTRA RARE
                                               Rating: 1
Normally 1000 LP isn't much of a fee but when the effects are generally better done with other cards, it's too steep to be worthwhile.
 
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Effect Monster
Orgoth the Relentless
EARTH / Warrior / Level 7 / ATK 2500 / DEF 2450
Once per turn, during your Main Phase: You can roll a six-sided die 3 times and this card gains ATK/DEF equal to the total x 100 (until the end of your opponent's turn), then, if 2 of the results were the same, apply the appropriate effect. If all 3 were the same, apply all of these effects.
● 1 or 2: This card cannot be destroyed by battle or card effects, until the end of your opponent's turn. ● 3 or 4: Draw 2 cards. ● 5 or 6: This card can attack directly this turn.
SECRET RARE
                                               Rating: 2
Its DEF isn't much higher than other monsters its Level and the main effect is entirely a gamble. The other two effects can be okay but they're dependent on the combined result of the main effect.