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Fists of the Gadgets New Card Card Ratings
*For info on how these ratings are determined,
click
here. **For the booster set gallery, click here. |
Fists of the Gadgets |
FIGA-EN045 Link Monster Rasterliger LIGHT | Cyberse-Type Link | ATK 2000 | Link-4 Active Link Arrow(s): Top, Bottom, Left and Right 2+ monsters, except Tokens You can target 1 Link Monster in either GY; this card gains ATK equal to that target's ATK until the end of this turn. You can Tribute any number of your monsters this card points to; destroy an equal number of cards on the field. You can only use each effect of "Rasterliger" once per turn. (Super Rare) Rating: 2 Pretty weak for a Link-4 monster but can get stronger by using a Link Monster in either Grave. The other effect is too costly to be useful. |
FIGA-EN044 Link Monster Talkback Lancer DARK | Cyberse-Type Link | ATK 1200 | Link-1 Active Link Arrow(s): Bottom 1 Level 2 or lower Cyberse monster You can Tribute 1 other Cyberse monster, then target 1 "Code Talker" monster in your GY with a different original name from that monster; Special Summon it to your zone this card points to. You can only use this effect of "Talkback Lancer" once per turn. (Super Rare) Rating: 1 It can talk back to me all it wants but there's nothing that'll change the fact that it's a terrible Link Monster. |
FIGA-EN045 Link Monster Elphase WIND | Cyberse-Type Link | ATK 2000 | Link-2 Active Link Arrow(s): Top and Right 2 Level 3 or higher Cyberse monsters Gains 300 ATK for each monster this card points to. If this Link Summoned card leaves the field: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it, but for the rest of this turn, its effects (if any) are negated and it cannot be used as Link Material. You can only use this effect of "Elphase" once per turn. (Super Rare) Rating: 1 I'd like to see Konami elphase out cards this bad but that's just not going to happen as they're pretty intent on making sure cards are as unplayable as possible. |
FIGA-EN044 Link Monster Shootingcode Talker WATER | Cyberse-Type Link | ATK 2300 | Link-3 Active Link Arrow(s): Top, Left and Bottom 2+ Cyberse monsters At the start of your Battle Phase: You can activate this effect; this Battle Phase, this card can make attacks on your opponent's monsters, up to the number of monsters this card currently points to +1, but this turn, when it attacks your opponent's only monster, this card loses 400 ATK during that damage calculation only. At the end of each Battle Phase: You can draw cards equal to the number of monsters this card destroyed by battle this turn. (Super Rare) Rating: 1 Why even bother bringing this guy out if he's going to get weaker when he attacks your opponent's only monster and only lets you draw cards if it's succesful in battle? Even Airknight Parshath has more uses than this and also lets you draw cards when successful. |
FIGA-EN043 Link Monster Code Talker DARK | Cyberse-Type Link | ATK 1300 | Link-2 Active Link Arrow(s): Top and Bottom 2 Effect Monsters Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent's card effects, while this card points to a monster. (Super Rare) Rating: 1 It can't talk its way out of getting my lowest rating because it's weaker than its counterpart Decode Talker and can only reach its counterpart's ATK while pointing to monsters. Plus, since one arrow points to your opponent, they won't be keen on putting a monster there. |
FIGA-EN042 Trap Card Cynet Conflict Counter Trap When a Spell/Trap Card, or monster effect, is activated while you control a "Code Talker" monster: Negate the activation, and if you do, banish that card, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card that was banished, until the end of the next turn. You can only activate 1 "Cynet Conflict" per turn. (Super Rare) Rating: 1 The duration is even less than Cursed Seal of the Forbidden Spell, which while somewhat more costly renders all other copies of the negated card and the negated card itself useless. |
FIGA-EN041 Spell Card Cynet Optimization Continuous Spell If your "Code Talker" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters (even if this card leaves the field). You can only use this effect of "Cynet Optimization" once per turn. (Super Rare) Rating: 1 I don't know why there's a sudden need to support a very minor range of Link Monsters that are garbage, especially when the support isn't going to help them be successful. |
FIGA-EN040 Spell Card Spool Code Quick-Play Spell When an opponent's monster declares a direct attack, while you have 3 or more Cyberse monsters in your GY: Negate the attack, then, you can Special Summon up to 3 "Spool Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon. (Super Rare) Rating: 1 Requiring a direct attack to be heading your way and 3 Cyberse monsters in your Grave just to use it it makes it leagues worse than Scapegoat, which is also a Quick-Play Spell. |
FIGA-EN039 Effect Monster Code Radiator WATER | Cyberse | Level 4 | ATK 1600 | DEF 800 If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can target 1 face-up monster your opponent controls; change its ATK 0, also negate its effects. If this card on the field was used as material, you can target 2 monsters, instead. You can only use each effect of "Code Radiator" once per turn. (Secret Rare) Rating: 1 Its effects are very specific to monsters that just aren't all that playable. In fact, I can just bring out Reptilianne Medusa/use Darkworld Shackles for the same result or better for pretty much no effort. |
FIGA-EN038 Effect Monster Prohibit Snake LIGHT | Cyberse | Level 2 | ATK 500 | DEF 1000 At the start of the Damage Step, if your Cyberse Link Monster battles an opponent's monster: You can send this card from your hand to the GY; return that opponent's monster to the hand. When your Cyberse monster destroys an opponent's monster by battle and sends it to the GY, while this card is in your GY: You can banish 1 card from your GY, then target 1 Level 4 or lower Cyberse monster in your GY; add it to your hand. You can only use each effect of "Prohibit Snake" once per turn. (Super Rare) Rating: 1 Only Wizard is a playable target with the effect and you can just revive it from the Grave for free with Call of the Haunted and the like. |
FIGA-EN037 Effect Monster Defcon Bird WIND | Cyberse | Level 3 | ATK 100 | DEF 1700 You can discard 1 other Cyberse monster; Special Summon this card from your hand. You can only use this effect of "Defcon Bird" once per turn. Once per turn, when your Cyberse monster is targeted for an attack: You can make its ATK/DEF become double its original ATK, then you can change it to Defense Position. This ATK/DEF change lasts until the end of the Damage Step. (Super Rare) Rating: 2 Unfortunate that its stats are pretty weak to start but the effect can include itself. |
FIGA-EN036 Effect Monster Swap Cleric EARTH | Cyberse | Level 2 | ATK 500 | DEF 1000 If this card is sent to the GY as Link Material: You can have that Link Monster lose 500 ATK, then draw 1 card. You can only use this effect of "Swap Cleric" once per turn. (Super Rare) Rating: 1 At least Latency didn't have any major drawbacks. It's not much but the ATK loss means that even a monster like Borreload Dragon drops below the ATK of Blue-Eyes White Dragon. |
FIGA-EN035 Effect Monster Latency LIGHT | Cyberse | Level 1 | ATK 0 | DEF 0 If this card is added from your GY to your hand by a card effect: You can Special Summon it from your hand. If this card Summoned this way is sent to the GY as Link Material: You can draw 1 card. You can only use each effect of "Latency" once per turn. (Super Rare) Rating: 2 This gives you a bonus for adding it to your hand but you're still Special Summoning it either way and it has to be Link Material for the effect to be used. |
FIGA-EN034 Fusion Monster Archfiend's Manifestation DARK | Fiend-Type Fusion | Level 6 | ATK 2500 | DEF 1200 "Summoned Skull" + 1 DARK monster This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. All "Summoned Skull" you control gain 500 ATK. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. (Secret Rare) Rating: 1 Much like Ascent, this guy just isn't worth bringing out as you can get a better ATK boost with more generic cards that are also less effort to play. Plus, the other counterparts in this set do his job better. |
FIGA-EN033 Xyz Monster Archfiend's Ascent DARK | Fiend-Type Xyz | Rank 6 | ATK 2500 | DEF 1200 2 Level 6 monsters This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. If "Summoned Skull(s)" you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this Xyz Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. (Secret Rare) Rating: 1 Unfortunately, this version of Summoned Skull doesn't have what it takes to be playable apart from its ATK and DEF, which the other versions already have with better effects and are easier to summon. |
FIGA-EN032 Synchro Monster Archfiend's Call DARK | Fiend-Type Synchro | Level 6 | ATK 2500 | DEF 1200 1 Tuner + 1+ non-Tuner monsters This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Your opponent cannot target any "Summoned Skull" you control with card effects. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. (Secret Rare) Rating: 3 Since it counts as Summoned Skull, it's protected by its own effect and much like Awakening brings out the original when it's sent to the Grave. |
FIGA-EN031 Ritual Monster Archfiend's Awakening DARK | Fiend-Type Ritual | Level 6 | ATK 2500 | DEF 1200 You can Ritual Summon this card with "Contract with the Abyss". This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Cannot be destroyed by battle, except by battle with a Ritual Monster, and cannot be destroyed by monster effects, except those of Ritual Monsters. If this Ritual Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. (Secret Rare) Rating: 3 Summoned Skull has gotten a good Ritual Counterpart as it can basically avoid destruction by any means apart from its own kind. Plus when sent to the Grave, you can bring out the original. |
FIGA-EN021 Trap Card Ultimate Fire Formation - Sinto Counter Trap When a Spell/Trap Card is activated, while you control a "Fire Fist" monster and a "Fire Formation" Spell/Trap: Negate the activation, and if you do, destroy that card. You can only activate 1 "Ultimate Fire Formation - Sinto" per turn. (Secret Rare) Rating: 2 The activation requirements aren't too strict but they're exclusive to Fire Fist Decks. |
FIGA-EN020 Spell Card Fire Formation - Ingen Continuous Spell When this card is activated: You can Fusion Summon 1 Beast-Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 "Fire Fist" monster in your GY; add it to your hand. You can only use this effect of "Fire Formation - Ingen" once per turn. You can only activate 1 "Fire Formation - Ingen" per turn. (Super Rare) Rating: 1 So even Polymerization gets a vulnerable Counterpart for Beast-Warriors. Too bad it's no better than other Polymerization counterparts. |
FIGA-EN019 Spell Card Fire Formation - Domei Continuous Spell When this card is activated: You can Ritual Summon 1 Beast-Warrior Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 "Fire Fist" monster in your GY; Special Summon it. You can only use this effect of "Fire Formation - Domei" once per turn. You can only activate 1 "Fire Formation - Domei" per turn. (Secret Rare) Rating: 1 Only two can be Ritual Summoned with this but why even use this when it's no different than regular Ritual Summoning except it's more vulnerable? |
FIGA-EN018 Spell Card Fire Fortress atop Liang Peak Field Spell (This card is always treated as a "Fire Formation" card.) Each time a "Fire Fist" monster(s) is Normal or Special Summoned, place 1 Fire Fist Counter on this card. Once per turn: You can remove Fire Fist Counters from your field to activate 1 of these effects; ● 2: If your Beast-Warrior monster attacks this turn, your opponent cannot activate cards or effects until the end of the Damage Step. ● 6: Add 1 Beast-Warrior monster from your Deck to your hand. ● 10: Special Summon 1 Beast-Warrior monster from your Deck or Extra Deck, ignoring its Summoning conditions. (Secret Rare) Rating: 2 This is the only card that can get Fire Fist Counters but it can get them pretty quickly with a bit of luck. Still, it's gonna cost you some or many of those to use the effects. |
FIGA-EN017 Link Monster Brotherhood of the Fire Fist - Peacock FIRE | Beast-Warrior-Type Link | ATK 1000 | Link-2 Active Link Arrow(s): Left and Bottom 2 "Fire Fist" monsters While this card points to a "Fire Fist" monster, your opponent's monsters cannot target this card for attacks. When this card declares an attack: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY, then target 1 monster your opponent controls; place that opponent's monster in a zone this card points to and take control of it until the End Phase, but it cannot declare an attack this turn. You can only use this effect of "Brotherhood of the Fire Fist - Peacock" once per turn. (Secret Rare) Rating: 1 Even its ability to snatch opponent's monsters isn't good enough because it's too slow and relies entirely on this guy being able to attack, which means if the effect is negated, it's probably not going to win a battle. |
FIGA-EN016 Link Monster Brotherhood of the Fire Fist - Eagle FIRE | Beast-Warrior-Type Link | ATK 1700 | Link-2 Active Link Arrow(s): Bottom-Left and Bottom-Right 2 Beast-Warrior monsters You can only Special Summon "Brotherhood of the Fire Fist - Eagle(s)" once per turn. You can activate "Fire Fist" monsters' effects without sending "Fire Fist" or "Fire Formation" card(s) from your hand or field to the GY. You can target 1 "Fire Formation" Spell/Trap you control or in your GY; return it to the hand, then send 1 "Fire Fist" monster from your Deck to the GY. You can only use this effect of "Brotherhood of the Fire Fist - Eagle" once per turn. (Secret Rare) Rating: 1 It's pretty weak but being able to use Fire Fist monster effects basically for free isn't all that bad. |
FIGA-EN015 Fusion Monster Brotherhood of the Fire Fist - Swan FIRE | Beast-Warrior-Type Fusion | Level 8 | ATK 2600 | DEF 2200 2 Beast-Warrior monsters If this card is Special Summoned: You can inflict 200 damage to your opponent for each "Fire Formation" Spell/Trap you control. During the Battle Phase (Quick Effect): You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY, then target 1 card your opponent controls; destroy it. You can only use each effect of "Brotherhood of the Fire Fist - Swan" once per turn. (Secret Rare) Rating: 1 The 1st effect is probably the best this card can offer because it's pretty easy to activate the support cards and then you get a 2nd member from the Grave but it's still not very good. |
FIGA-EN014 Ritual Monster Brotherhood of the Fire Fist - Eland FIRE | Beast-Warrior-Type Ritual | Level 6 | ATK 2400 | DEF 2000 You can Ritual Summon this card with "Fire Formation - Domei". You can discard 1 monster; Set 1 "Fire Formation" Spell/Trap directly from your Deck or GY. When your opponent activates a monster effect (Quick Effect): You can send 1 face-up "Fire Fist" or "Fire Formation" card you control to the GY, except "Brotherhood of the Fire Fist - Eland"; negate that effect. You can only use each effect of "Brotherhood of the Fire Fist - Eland" once per turn. (Secret Rare) Rating: 1 I can't even give it credit for the unique way it can be Ritual Summoned since it only stops 1/3 of card effects. |
FIGA-EN013 Effect Monster Brotherhood of the Fire Fist - Panda FIRE | Beast-Warrior | Level 5 | ATK 2100 | DEF 400 If you activate a "Fire Formation" Spell/Trap Card (except during the Damage Step): You can Special Summon this card from your hand, then you can Special Summon 1 "Fire Fist" monster from your GY, except "Brotherhood of the Fire Fist - Panda", also you cannot Special Summon monsters for the rest of this turn, except "Fire Fist" monsters. If a "Fire Fist" monster(s) you control would be destroyed by your opponent's card effect, you can send 1 face-up "Fire Formation" Spell/Trap you control to the GY instead. You can only use each effect of "Brotherhood of the Fire Fist - Panda" once per turn. (Secret Rare) Rating: 1 The 1st effect is probably the best this card can offer because it's pretty easy to activate the support cards and then you get a 2nd member from the Grave but it's still not very good. |
FIGA-EN012 Effect Monster Brotherhood of the Fire Fist - Elephant FIRE | Beast-Warrior | Level 4 | ATK 1000 | DEF 1800 If this card is Normal or Special Summoned: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY; Special Summon 1 "Fire Fist" monster from your hand, except "Brotherhood of the Fire Fist - Elephant". You can target 1 "Fire Formation" Spell/Trap in your GY; shuffle it into the Deck, then, you can add 1 Level 5 or higher "Fire Fist" monster from your Deck to your hand. You can only use each effect of "Brotherhood of the Fire Fist - Elephant" once per turn. (Secret Rare) Rating: 2 I suppose the trade-offs this has to offer aren't all that bad but Fire Fists haven't proven that they're a good Deck to me. |
FIGA-EN011 Effect Monster Brotherhood of the Fire Fist - Ram FIRE | Beast-Warrior | Level 3 | ATK 800 | DEF 200 When this card is Normal Summoned: You can discard 1 card, then target 1 "Fire Formation" Spell/Trap you control; Set 1 "Fire Formation" Spell/Trap with a different name directly from your Deck. If this card is Special Summoned by the effect of a "Fire Fist" monster: You can Set 1 "Fire Formation" Spell/Trap directly from your Deck, with a different name from the cards in your GY. You can only use each effect of "Brotherhood of the Fire Fist - Ram" once per turn. (Secret Rare) Rating: 1 Weak and it Sets a completely obvious support card from your Deck that you may not even be able to activate right away. |
FIGA-EN005 Trap Card Powerhold the Moving Battery Continuous Trap Special Summon this card as an Effect Monster (Machine/EARTH/Level 4/ATK 0/DEF 2000), then, you can equip 1 Level 4 Machine "Gadget" monster from your hand or Deck to this card. (This card is also still a Trap.) If Summoned this way, this card gains ATK equal to double the ATK of the monster equipped to it by this effect. (Super Rare) Rating: 2 It's restrained to Level 4 Gadgets and none of them except Gold Gadget have over 1500 ATK so the best it can do is 3400 ATK, which isn't bad but not great either since nothing else works with it. |
FIGA-EN004 Trap Card Boot-Up Order - Gear Force Normal Trap When either player's monster declares an attack and all monsters you control are face-up Machine monsters (min. 1): Destroy Attack Position monsters your opponent controls, up to the number of Machine monsters you control. (Secret Rare) Rating: 2 So even Machines get their own Miror Force but nothing beats the regular one except for Quaking Mirror Force, which prevents them from getting out of their new predicament. |
FIGA-EN003 Spell Card Boot-Up Order - Gear Charge Continuous Spell When this card is activated: You can target any number of "Gadget" Monster Cards you control that are equipped to a monster; Special Summon them. You can discard 1 card; add 1 "Boot-Up Admiral - Destroyer Dynamo" from your Deck to your hand. You can only use this effect of "Boot-Up Order - Gear Charge" once per turn. You can only activate 1 "Boot-Up Order - Gear Charge" per turn. (Super Rare) Rating: 2 There's no need to get Destroyer Dynamo to your hand when it's not that good to begin with so that leaves only the 1st effect, which isn't really any better. |
FIGA-EN002 Effect Monster Boot-Up Admiral - Destroyer Dynamo EARTH | Machine | Level 8 | ATK 2500 | DEF 2500 Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 2 "Gadget" Monster Cards from your hand and/or face-up field to the GY. Cannot be destroyed by battle or card effects while you control a "Gadget" monster or a "Gadget" Monster Card equipped to a monster. Once per turn: You can target 1 other card on the field; destroy it. (Secret Rare) Rating: 2 Not a very strong Level 8 monster and also has specific requirements to Summon it. |
FIGA-EN001 Effect Monster Boot-Up Corporal - Command Dynamo EARTH | Machine | Level 4 | ATK 0 | DEF 2000 You can target up to 2 Machine "Gadget" monsters you control or in your GY with different names; Special Summon this card from your hand, then equip those targets to this card (regardless of their Type). You can only use this effect of "Boot-Up Corporal - Command Dynamo" once per turn. Gains 1000 ATK for each monster equipped to this card by this effect. (Super Rare) Rating: 2 It can have up to 2000 ATK but we already have monsters that have 2000 ATK without any drawbacks or need to be in specific Decks. All this guy has apart from that is 2000 DEF. |