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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Legendary Duelists New Card Ratings (Page 1)

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

LEDU-EN: https://bit.ly/2SoyDoE | Spoiler {} LED2-EN: https://bit.ly/3j8GS34 | Spoiler
Legendary Duelists: Ancient Millennium (Spoiler)
                                                    LED2-EN040
Trap Card
Ultimate Crystal Magic
Normal Trap
When your "Crystal Beast" monster is destroyed by battle: You can send 7 "Crystal Beast" cards with different names from your hand, Deck, and/or face-up from your field to the GY; Special Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck. (This is treated as a Fusion Summon.) If a face-up "Ultimate Crystal" monster you control leaves the field because of an opponent's card effect: You can banish this card from your GY; place any number of "Crystal Beast" monsters from your GY face-up in your Spell & Trap Zone as Continuous Spells.
(Super Rare)

                                                    Rating: 2
Perhaps the easiest way to bring out Rainbow Overdragon considering it only needs the loss of 1 Crystal Beast monster in battle to bring it out. Plus it has a bonus effect for when your Ultimate Crystal monster is off the field thanks to your opponent's card effect. Still, there's only one Ultimate Crystal Fusion monster to choose from so you're quite limited on what you bring out.
 
                                                    LED2-EN039
Spell Card
Crystal Bond
Normal Spell
Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 "Crystal Bond" per turn.
(Ultra Rare)

                                                    Rating: 2
This is certainly better than Rainbow Bridge since it brings out any Crystal Beast monster from your Deck as a Monster Card and 1 as a Continuous Spell. Unfortunately, you're limited to using one copy per turn.
 
                                                    LED2-EN038
Spell Card
Rainbow Bridge
Normal Spell
Add 1 "Crystal" Spell/Trap from your Deck to your hand.
(Ultra Rare)

                                                    Rating: 2
This gives you access to any of the Crystal Beast support, except Ancient City - Rainbow Ruins but that still doesn't mean you'll meet that card's activation requirements. Plus since your opponent will know it's coming, they may have a counter ready to go by the time you activate it.
 
                                                    LED2-EN037
Fusion Monster
Rainbow Overdragon
LIGHT | Dragon-Type Fusion | Level 12 | ATK 4000 | DEF 0
7 "Crystal Beast" monsters
(This card is always treated as an "Ultimate Crystal" card.)
Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Once per turn: You can banish 1 "Crystal Beast" monster from your GY; this card gains ATK equal to the banished monster's, until the end of this turn. (Quick Effect): You can Tribute this Fusion Summoned card; shuffle all cards on the field into the Deck.
(Super Rare)

                                                    Rating: 2
You don't have to Fusion Summon it but that may be arguably easier than trying to get a Level 10 Ultimate Crystal monster like Rainbow Dragon (whom is now designated as such thanks to this card's release). Unfortunately, the ATK boost doesn't last long and the last effect applies to both sides of the field so you're going to likely lose more than your opponent.
 
                                                    LED2-EN033
Trap Card
Cross-Dimensional Duel
Normal Trap
Target 1 "Ancient Gear" monster you control; banish it. During the next Standby Phase, return that monster banished by this effect to the field, and if you do, its ATK becomes double its original ATK until the end of that turn. If 1 or more "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
(Super Rare)

                                                    Rating: 1
Pretty well pointless considering we already have a way to banish monsters and return them to the field, not to mention the ATK boost only lasts one turn. The other effect is also replicated better with more generic cards.
 
                                                    LED2-EN032
Spell Card
Ancient Gear Fusion
Normal Spell
Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control as Fusion Material, you can also use monsters from your Deck as material.
(Ultra Rare)

                                                    Rating: 2
This is really only useful in a dedicated Ancient Gear Deck because otherwise, running just one Ancient Gear Golem or Ultimate Pound will likely limit your options.
 
                                                    LED2-EN031
Fusion Monster
Ancient Gear Megaton Golem
EARTH | Machine-Type Fusion | Level 9 | ATK 3300 | DEF 3300
3 "Ancient Gear" monsters
If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card was Fusion Summoned using 2 or more "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" as material, it can attack up to that many times during each Battle Phase. If this face-up Fusion Summoned card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 1 "Ultimate Ancient Gear Golem" from your Extra Deck, ignoring its Summoning conditions.
(Super Rare)

                                                    Rating: 2
It has the potential to deal lots of damage but only if multiple Gear Golems and/or Ultimate Pounds are used for its Fusion Summon. The other effect isn't too bad but since it bypasses Summoning conditions, Ultimate Ancient Gear Golem can't be revived later.
 
                                                    LED2-EN030
Effect Monster
Ancient Gear Frame
EARTH | Machine | Level 4 | ATK 1600 | DEF 500
You can discard 1 card; add 1 "Ancient Gear Golem", or 1 Spell/Trap that specifically lists the card "Ancient Gear Golem" in its text, from your Deck to your hand. You can only use this effect of "Ancient Gear Frame" once per turn. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon up to 3 "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" from your hand, ignoring their Summoning conditions.
(Rare)

                                                    Rating: 2
It doesn't cost you much to either grab Ancient Gear Golem or a support card, or Special Summon 3 copies of Gear Golem or Ultimate Pound and has all the perks most other Ancient Gears have regarding when they attack but the last effect only works if the monsters are in your hand, which is unlikely, even with this card's effect.
 
                                                    LED2-EN024
Trap Card
Ojama Pajama
Continuous Trap
If an "Armed Dragon" monster(s) and/or LIGHT Machine Fusion Monster(s) you control would be destroyed by battle or card effect, you can banish 1 "Ojama" card from your hand, face-up field, or GY instead. You can only use each of the following effects of "Ojama Pajama" once per turn.
● During the Main Phase: You can add 1 "Ojama" card from your Deck to your hand, then discard 1 card.
● If this card is sent to the GY: You can Special Summon as many of your banished "Ojama" monsters as possible.
(Rare)

                                                    Rating: 2
Ugh, more crappy Ojama support that mingles with LIGHT Machine Fusions. It's just not a worthwhile strategy. Chazz only wins with it because of the writers, and even then it's only by luck. The only reason I don't give this card 1/5 is because it's still not as bad as Ojamassimilation.
 
                                                    LED2-EN023
Spell Card
Ojamatch
Quick-Play Spell
Send 1 "Ojama" card from your hand or face-up from your field to the GY; add to your hand 1 "Ojama" monster with a different name and 1 "Armed Dragon" monster from your Deck and/or GY , then, immediately after this effect resolves, you can Normal Summon 1 of those monsters. During your Main Phase: You can banish this card from your GY, then target 3 of your banished "Ojama" monsters; shuffle them into the Deck, then draw 1 card.
(Rare)

                                                    Rating: 2
While it too uses Ojamas, it offers a bit more than the Ojamassacre card below by allowing you to Normal Summon the Armed Dragon monster for a small price, assuming you didn't get LV7 or LV10. The other effect isn't going to help you much either though.
 
                                                    LED2-EN022
Spell Card
Ojamassimilation
Normal Spell
Reveal 1 LIGHT Machine Fusion Monster in your Extra Deck and banish any number of "Ojama" monsters from your hand, face-up field, and/or GY; Special Summon Fusion Materials with different names whose names are specifically listed on the card you revealed, from your hand, Deck, and/or GY, equal to the number of monsters banished to activate this effect. You can banish this card from your GY, then target 3 of your banished "Ojama" monsters; shuffle them into the Deck, then draw 1 card.
(Rare)

                                                    Rating: 1
Since none of the Ojama Fusions are LIGHT Machine, this card is going to prove pretty much useless as Ojama and the XYZ monsters are completely different aside from their Attributes. Plus, whatever you reveal, you're bringing out that card's Fusion Materials, and that's only if they don't have Summoning requirements. Not even the last effect can make up for the number of failures presented in rest of the effect. 
 
                                                    LED2-EN021
Fusion Monster
Armed Dragon Catapult Cannon
LIGHT | Machine-Type Fusion | Level 10 | ATK 3500 | DEF 3000
"VWXYZ-Dragon Catapult Cannon" + "Armed Dragon LV7"
Must first be Special Summoned (from your Extra Deck) during a Duel you Special Summoned both cards, by banishing the above cards from your field and/or GY. (You do not use "Polymerization".) Your opponent cannot activate cards or effects with the same name as any banished card. Once per turn, during your opponent's turn (Quick Effect): You can banish 1 card from your Deck or Extra Deck, face-up; banish all cards your opponent controls and in their GY.
(Super Rare)

                                                    Rating: 2
It's pretty difficult to get on the field but can easily cripple your opponent's Deck once it's out, and it only costs you 1 card from your Deck or Extra Deck.
 
                                                    LED2-EN017
Trap Card
Proton Blast
Continuous Trap
Once per turn, if an activated card effect tosses coins, immediately after it resolves, apply the following effect(s), depending on the number of heads.
● 1+: Inflict 500 damage to your opponent.
● 2+: Destroy 1 card your opponent controls.
● 3+: Look at your opponent's hand and discard 1 card from their hand.
When an effect is activated that tosses a coin 2 or more times: You can banish this card from your GY; treat all the results as heads.
(Super Rare)

                                                    Rating: 2
All the bulleted effects are horrible but the last effect makes it irrelevent and enough to barely give this card 2/5.
 
                                                    LED2-EN016
Spell Card
Heavy Metal Raiders
Field Spell
The first time each DARK Machine monster you control would be destroyed by battle each turn, it is not destroyed, and if you took battle damage from that battle, it gains that much ATK after damage calculation, and keeps that ATK gain as long as this card is on the field. Once per turn, if a monster you control that was originally a DARK Machine destroys a card(s) on the field by battle or by card effect: You can Special Summon 1 DARK Machine monster from your hand.
(Super Rare)

                                                    Rating: 2
The card only works with DARK Machine-Type monsters, which really limits its uses and you'll have to take battle damage for them to gain ATK by its effect. It's really the last effect that helps give this card 2/5.
 
                                                    LED2-EN015
Effect Monster
Desperado Barrel Dragon
DARK | Machine | Level 8 | ATK 2800 | DEF 2200
If a face-up DARK Machine monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of Heads, then if the result is 3 heads, draw 1 card. This card cannot attack the turn this effect is activated. If this card is sent to the GY: You can add 1 Level 7 or lower monster that has a coin tossing effect, from your Deck to your hand.
(Ultra Rare)

                                                    Rating: 2
Even as an upgrade it couldn't get rid of the coin toss effect, which was situational enough with the original. The first effect isn't too bad though, especially if used with BM-4- Blast Spider's effect. Still, it's pretty underwhelming.
 
                                                    LED2-EN014
Effect Monster
BM-4 Blast Spider
DARK | Machine | Level 4 | ATK 1400 | DEF 2200
Once per turn: You can target 1 DARK Machine monster you control and 1 face-up card your opponent controls; destroy them. If a monster you control that was originally a DARK Machine destroys an opponent's monster(s) by battle or card effect and sends it to the GY: You can inflict damage to your opponent equal to half the original ATK of 1 of those monsters(s) destroyed and sent to the GY. You can only use this effect of "BM-4 Blast Spider" once per turn.
(Rare)

                                                    Rating: 2
It's leagues better than the original Launcher Spider as its Level is down by practically half, making it much more versatile. Plus it can deal half the ATK of the destroyed monster if it does the destroying as well.
 
                                                    LED2-EN010
Trap Card
Corrosive Scales
Normal Trap
Target 1 Insect monster you control; equip this card to it. While you control the equipped monster, your opponent's monsters cannot attack Insect monsters, except the equipped monster. While this card is equipped to a monster, each time your opponent Normal or Special Summons a monster(s), OR activates a card or effect, place 1 Scale Counter on each face-up monster they control. Each monster your opponent controls loses 100 ATK/DEF for each Scale Counter it has.
(Rare)

                                                    Rating: 2
It depects the events of Yugi's match with Weevil Underwood at Duelist Kingdom, though Perfectly Ultimate Great Moth never appeared in that duel as Yugi's attack with Gaia the Dragon Champion prevented it from appearing. Still, this card isn't all that bad.
 
                                                    LED2-EN009
Spell Card
Cocoon of Ultra Evolution
Quick-Play Spell
Tribute 1 Insect monster from either field equipped with an Equip Card, and if you do, Special Summon 1 Insect monster from your Deck, ignoring its Summoning conditions. During your Main Phase: You can banish this card from your GY, then target 1 Insect monster in your GY; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Cocoon of Ultra Evolution" once per turn.
(Ultra Rare)

                                                    Rating: 2
With Perfectly Ultimate Great Moth taking 6+ turns to bring out, this'll speed up the process but I still don't think that card is good and neither is Great Moth. Still, it doesn't say it can't bring out other monsters like the new Insect Queen.
 
                                                    LED2-EN008
Effect Monster
Metamorphosed Insect Queen
EARTH | Insect | Level 7| ATK 2800 | DEF 2400
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If another Insect monster is on the field, your opponent cannot target Insect monsters you control with card effects, also they cannot be destroyed by your opponent's card effects. At the end of the Damage Step, if this card attacked: You can Tribute 1 monster; this card can attack an opponent's monster again in a row. Once per turn, during the End Phase: You can Special Summon 1 "Insect Monster Token" (Insect/EARTH/Level 1/ATK 100/DEF 100).
(Super Rare)

                                                    Rating: 2
While somewhat restrained for how to play it, it's actually still better than Insect Queen for multiple reasons, most notably for its effects. It's also a bit stronger too but doesn't gain any ATK like the original and has to be Special Summoned by a card effect.
 
                                                    LED2-EN007
Effect Monster
Parasite Paranoid
EARTH | Insect | Level 2 | ATK 500 | DEF 300
(Quick Effect): You can target 1 face-up monster on the field; equip this card from your hand to that target. The equipped monster becomes an Insect monster, cannot attack Insect monsters, also its effects that activate by targeting an Insect monster(s) are negated. You can only use this effect of "Parasite Paranoid" once per turn. If this Equip Card is sent to the GY: You can Special Summon 1 Level 7 or higher Insect monster from your hand, ignoring its Summoning conditions.
(Rare)

                                                    Rating: 2
Certainly less situational than Parasite Paracide as it seems to follow the anime version to an extent. However, the last effect isn't likely going to help you much since the strongest monster to date is Perfectly Ultimate Great Moth, which is terrible.
 
                                                    LED2-EN004
Spell Card
Relinquished Fusion
Quick-Play Spell
Fusion Summon 1 "Eyes Restrict" Fusion Monster from your Extra Deck, by banishing Fusion Materials from your hand, field, and/or GY. During your Main Phase: You can banish this card from your GY, then target 1 Effect Monster your opponent controls; equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect. You can only use each effect of "Relinquished Fusion" once per turn.
(Ultra Rare)

                                                    Rating: 1
Why would I waste Deck space for a weaker version of Polymerization? I'd almost never get to use it and the Fusion Materials are banished anyway.
 
                                                    LED2-EN003
Fusion Monster
Millennium-Eyes Restrict
DARK | Spellcaster-Type Fusion | Level 1 | ATK 0 | DEF 0
"Relinquished" + 1 Effect Monster
Once per turn, when your opponent activates a monster effect (Quick Effect): You can target 1 Effect Monster your opponent controls or in their GY; equip that target to this card you control. This card gains ATK/DEF equal to that equipped monster's. Monsters with that equipped monster's name cannot attack, also their effects on the field and their activated effects are negated.
(Ultra Rare)

                                                    Rating: 1
Unlike Relinquished or Thousand-Eyes Restrict, this guy can't grab just any monster and not as easily either. However, it can not only grab monsters from the Graveyard and though not directly stated, it seems to only gain the ATK and DEF of 1 monster not several. Plus, it can't stop much at all, even if it could gain the ATK and DEF of multiple monsters.
 
                                                    LED2-EN002
Effect Monster
Illusionist Faceless Magician
DARK | Spellcaster | Level 5 | ATK 1200 | DEF 2200
If a face-up "Eyes Restrict" Fusion Monster or "Relinquished" you control is destroyed by battle or card effect: You can Special Summon this card from the GY (if it was there when the monster was destroyed) or hand (even if not). If this card is sent from the field to the GY: You can target 1 "Eyes Restrict" Fusion Monster or "Relinquished" in your GY; Special Summon it. You can only use each effect of "Illusionist Faceless Magician" once per turn.
(Rare)

                                                    Rating: 2
I doubt you'll get to Special Summon it by its effect all that often but it's still an improvement over the original Faceless Mage, though not by much. The other effect isn't too bad either though.
 
                                                    LED2-EN001
Effect Monster
Millennium-Eyes Illusionist
DARK | Spellcaster | Level 2 | ATK 0 | DEF 1400
(Quick Effect): You can discard this card, then target 1 Effect Monster your opponent controls; equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect. If an "Eyes Restrict" Fusion Monster(s) or a "Relinquished" is Special Summoned: Add this card from your GY to your hand (this is not optional). You can only use each effect of "Millennium-Eyes Illusionist" once per turn.
(Ultra Rare)

                                                    Rating: 2
While it does help to basically activate the effects of Relinquished and the like during either player's turn, it's only really useful for Millennium-Eyes Restrict as that monster can't grab monsters as easily. Plus since it's based on the original Dark-Eyes Illusionist, it's not any stronger so without having Relinquished or an Eyes Restrict monster out, it's pretty much useless.
Legendary Duelists (Spoiler)
                                                    LEDU-EN039
Trap Card
Bonding - DHO
Normal Trap
Shuffle 1 "Duoterion", 1 "Hydrogeddon", and 1 "Oxygeddon" from your hand and/or GY into the Deck; Special Summon 1 "Water Dragon Cluster" from your hand or GY. You can banish this card from your GY; add 1 "Water Dragon" or "Water Dragon Cluster" from your Deck or GY to your hand.
(Rare)
                                                    Rating: 2
Perhaps a bit easier for bringing out Water Dragon Cluster, though it's slower and doesn't really offer much else.
 
                                                    LEDU-EN038
Spell Card
Bonding - D2O
Normal Spell
Tribute 2 "Duoterion" and 1 "Oxygeddon" in your hand and/or field; Special Summon 1 "Water Dragon" or "Water Dragon Cluster" from your hand, Deck, or GY. (This is treated as a Special Summon with the effect of "Bonding - H2O".) If "Water Dragon" or "Water Dragon Cluster" is sent from the field to your GY while this card is in your GY: Add this card to your hand. You can only use this effect of "Bonding - D2O" once per turn.
(Rare)
                                                    Rating: 2
An alternative, though more difficult way to bring out Water Dragon and the main way to bring out the upgraded version of it. Retrieving it by its effect isn't too bad, though you probably won't have an easy way to get the components back to re-use it.
 
                                                    LEDU-EN037
Effect Monster
Duoterion
WATER | Dinosaur | Level 5 | ATK 2000 | DEF 1400
You can discard this card; add 1 "Bonding" Spell/Trap from your Deck to your hand. If this card is Normal or Special Summoned: You can target 1 "Hydrogeddon", "Oxygeddon", or "Duoterion" in your GY; Special Summon it. You can only use each effect of "Duoterion" once per turn.
(Super Rare)
                                                    Rating: 2
Since it can get another copy of itself and is a Dinosaur-Type monster, it has its uses with Xyz Summoning and support for Dinosaurs but it's not very strong and both effects only work with specific cards.
 
                                                    LEDU-EN036
Effect Monster
Water Dragon Cluster
WATER | Sea Serpent | Level 10 | ATK 2800 | DEF 2600
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Bonding" Spell/Trap. If this card is Special Summoned: You can activate this effect; Effect Monsters your opponent currently controls cannot activate their effects for the rest of this turn, also change their ATK to 0 until the end of this turn. (Quick Effect): You can Tribute this card; Special Summon 2 "Water Dragon" from your hand and/or Deck in Defense Position, ignoring their Summoning conditions.
(Super Rare)
                                                    Rating: 2
It can cripple other Effect Monsters once it hits the field but after that, it's not going to be that useful and its stats aren't any stronger despite having a higher Level than the original. The last effect isn't that useful either unless for an Xyz Summon.
 
                                                    LEDU-EN032
Trap Card

Emergeroid Call
Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control a "roid" Fusion Monster: Negate the activation, then send all cards with the same name as that card from the activating player's Deck and Extra Deck to the GY. You can banish this card from the GY, then target 1 "roid" monster in your GY; add it to your hand. You can only use this effect of "Emergeroid Call" once per turn.
(Ultra Rare)
                                                    Rating: 1
Don't know why this is Ultra Rare since it can only be activated when you have a roid Fusion Monster, and even then it just sends all copies of the negated card from the Deck to the Graveyard. The other effect isn't very good either.
 
                                                    LEDU-EN031
Spell Card

Megaroid City
Field Spell
You can target 1 other card you control; destroy it, and if you do, add 1 "roid" card from your Deck to your hand. During damage calculation, if your "roid" monster battles: You can send 1 "roid" monster from your Deck to the GY; switch the original ATK and DEF of your battling monster during the damage calculation only. You can only use each effect of "Megaroid City" once per turn. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate either of this card's effects (even if this card leaves the field).
(Rare)
                                                    Rating: 1
I'd like to call it "Megaruin Catastrophe" because all the effects are bad enough that you're either wasting resources to make use of them or relying on them in battle. Plus, using either effect prevents you from Special Summoning from your Extra Deck outside of Fusion Monsters that turn.
 
                                                    LEDU-EN030
Fusion Monster
Super Vehicroid - Mobile Base
EARTH | Machine-Type Fusion | Level 10 | ATK 0 | DEF 5000
1 "roid" Fusion Monster + 1 "roid" monster
You can target 1 face-up monster your opponent controls; Special Summon 1 "roid" monster from your Deck or Extra Deck with ATK less than or equal to that monster. You can only use this effect of "Super Vehicroid - Mobile Base" once per turn. Once per turn, during the End Phase: You can target 1 "roid" monster in your Main Monster Zone (other than this card); return that monster you control to the hand, and if you do, move this card you control to that monster's Monster Zone.
(Super Rare)
                                                    Rating: 2
It's not going to be easy to bring out, though I suppose one could use Instant Fusion to bring out Pair Cycroid and then use another roid monster to help get this guy out but with 0 ATK, it's quite vulnerable if it's ever switched to Attack Mode and has no protection from card effects, nor does it protect the ones it brigns out.
 
                                                    LEDU-EN029
Effect Monster
Mixeroid
WIND | Machine | Level 4 | ATK 0 | DEF 2200
You can Tribute 1 Machine monster; Special Summon 1 non-WIND "roid" monster from your Deck. You can pay half your LP and banish any number of Machine monsters from your GY, including this card; Special Summon from your Extra Deck, 1 "roid" Fusion Monster with the same Level as the number of those banished monsters, ignoring its Summoning conditions, but destroy it during the End Phase. You can only use each effect of "Mixeroid" once per turn.
(Rare)
                                                    Rating: 2
I definitely don't recommend paying half your LP to bypass Fusion Summonining a roid Fusion Monster from your Extra Deck, especially since it doesn't last very long. The best thing about this is really its 2200 DEF as the first effect costs you a monster and is pretty restrained on what you can bring out.
 
                                                    LEDU-EN025
Spell Card

Cyberdark Inferno
Field Spell
"Cyberdark" Effect Monsters you control that are equipped with an Equip Card cannot be destroyed by your opponent's card effects, also your opponent cannot target them with card effects. You can target 1 "Cyberdark" monster you control; return it to the hand, then, immediately after this effect resolves, you can Normal Summon 1 "Cyberdark" monster. You can only use this effect of "Cyberdark Inferno" once per turn. If this card in its owner's control is destroyed by an opponent's card effect: You can add 1 "Polymerization" Spell or "Fusion" Spell from your Deck to your hand.
(Super Rare)
                                                    Rating: 2
This can help protect your Cyberdarks but only while they have an Equip Card and this doesn't protect the card they're equipped to from effects, making them still quite vulnerable. The last effect isn't too bad either though.
 
                                                    LEDU-EN024
Fusion Monster

Cyberdarkness Dragon
DARK | Machine-Type Fusion | Level 10 | ATK 2000 | DEF 2000
5 "Cyberdark" Effect Monsters
Must first be Fusion Summoned. If this card is Special Summoned: You can equip 1 Dragon or Machine monster from your GY to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. When your opponent activates a card or effect (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation, and if you do, destroy that card.
(Super Rare)
                                                    Rating: 2
It can become quite powerful but if you lose the equipped monster for any reason, it's back to its less-than-useful 2000 ATK and DEF.
 
                                                    LEDU-EN023
Effect Monster
Cyberdark Claw
DARK | Dragon | Level 3 | ATK 1600 | DEF 800
If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn.
● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand.
● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.
(Rare)
                                                    Rating: 1
Unlike Cannon, this card's effect are just bad, pretty much relying entirely on an archetype that hasn't done well and won't do well now.
 
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Effect Monster
Cyberdark Cannon
DARK | Dragon | Level 3 | ATK 1600 | DEF 800
If this card is sent to the GY while equipped to a monster: You can draw 1 card. You can only use each of the following effects of "Cyberdark Cannon" once per turn.
● You can discard this card; add 1 Machine "Cyberdark" monster from your Deck to your hand.
● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Deck to the GY.
(Rare)
                                                    Rating: 2
It's pretty weak and has sub-par effects but thankfully can get its first effect triggered when equipped to any monster.
 
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Trap Card

Sea Stealth Attack
Continuous Trap
When this card is activated: You can activate 1 "Umi" from your hand or GY. While "Umi" is on the field, this face-up card gains these effects.
● Once per turn: You can banish 1 WATER monster you control until the End Phase; this turn, face-up Spells/Traps you control cannot be destroyed by your opponent's card effects (even if this card leaves the field).
● At the start of the Damage Step, if your WATER monster whose original Level is 5 or higher battles an opponent's monster: Destroy that opponent's monster.
(Rare)
                                                    Rating: 2
Too bad A Legendary Ocean doesn't count as Umi while in the hand or Grave, forcing you to use the original to make this card worthwhile but Umi isn't the worst card Konami has created and neither is this.
 
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Spell Card

Rage of Kairyu-Shin
Quick-Play Spell
If "Umi" is on the field: Target monsters your opponent controls, up to the number of WATER monsters you control whose original Levels are 5 or higher; destroy them, and if you do, the zones they were in cannot be used until the end of the next turn. You can only activate 1 "Rage of Kairyu-Shin" per turn.
(Rare)
                                                    Rating: 1
Despite the fact that Kairyu-Shin is on the artwork, it's still not out in English yet and it's a good thing this doesn't need it but is still too situational to be that useful.
 
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Effect Monster
Citadel Whale
WATER | Fish | Level 7 | ATK 2350 | DEF 2150
If this card is in your hand or GY: You can Tribute 2 WATER monsters; Special Summon this card. You can only use this effect of "Citadel Whale" once per turn. If this card is Special Summoned: You can Set 1 "Sea Stealth Attack" directly from your Deck. Once per turn, when your opponent activates a card or effect that targets 1 WATER monster you control (and no other cards) (Quick Effect): You can negate the activation, and if you do, destroy that card.
(Ultra Rare)  
                                                    Rating: 2
I probably wouldn't recommend Special Summoning it by its effect considering it's the same effort as Normal Summoning it (more if you have A Legendary Ocean out). However, the last effect is probably best out of all of them but that only makes this card a slight improvement over Fortress Whale.   
 
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Effect Monster
The Legendary Fisherman II
WATER | Warrior | Level 5 | ATK 2200 | DEF 1800
This card's name becomes "The Legendary Fisherman" while on the field or in the GY. While "Umi" is on the field, this card is unaffected by other monsters' effects. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can add 1 Level 7 WATER monster from your Deck to your hand.
(Super Rare)  
                                                    Rating: 2
Not much of an improvement over the original, which is better protected from harm than this card. The only good thing this has is use with A Legendary Ocean and maybe the last effect.   
 
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Trap Card

Amazoness Onslaught
Continuous Trap
Once per turn, during the Battle Phase: You can Special Summon 1 "Amazoness" monster from your hand, and if you do, it gains 500 ATK until the end of this turn (even if this card leaves the field). After damage calculation, if your "Amazoness" monster battled an opponent's monster while this card is already face-up in your Spell & Trap Zone: You can banish that opponent's monster. If this card on the field is destroyed and sent to the GY: You can target 1 "Amazoness" monster in your GY; Special Summon it.
(Rare)  
                                                    Rating: 2
It works even on Amazoness Queen, which'll have 2900 ATK for the turn but the last two effects are pretty slow and probably won't help much.  
 
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Spell Card

Amazoness Call
Quick-Play Spell
Take 1 "Amazoness" card from your Deck, except "Amazoness Call", and either add it to your hand or send it to the GY. During your Main Phase: You can banish this card from your GY, then target 1 "Amazoness" monster you control; this turn, that monster can attack all monsters your opponent controls, once each, also other monsters you control cannot attack. You can only activate 1 "Amazoness Call" per turn.
(Rare)  
                                                    Rating: 2
It can fetch any Amazoness card, which can help Amazoness Decks out a bit, especially since it's a Quick-Play Spell but most Amazoness monsters are mediocre or bad and the 2nd effect of this card is pretty poor.
 
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Effect Monster
Amazoness Baby Tiger
EARTH | Beast | Level 2 | ATK 500 | DEF 500
This card's name becomes "Amazoness Tiger" while on the field or in the GY. If an "Amazoness" monster(s) is Normal or Special Summoned to your field while this card is in your hand or GY: You can Special Summon this card. You can only use this effect of "Amazoness Baby Tiger" once per turn. Gains 100 ATK for each "Amazoness" card in your GY.
(Super Rare)  
                                                    Rating: 1
Amazoness Tiger is nearly 3 times as strong as this card but both cards are useless.   
 
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Effect Monster
Amazoness Princess
EARTH | Warrior | Level 3 | ATK 1200 | DEF 900
This card's name becomes "Amazoness Queen" while on the field or in the GY. If this card is Normal or Special Summoned: You can add 1 "Amazoness" Spell/Trap from your Deck to your hand. You can only use this effect of "Amazoness Princess" once per turn. When this card declares an attack: You can send 1 other card from your hand or field to the GY; Special Summon 1 "Amazoness" monster from your Deck in Defense Position, except "Amazoness Princess".
(Super Rare)  
                                                    Rating: 1
Her "royal treatment" is a 1/5 because she's terrible as a whole. I'd much rather use Queen as it's stronger and has battle destruction prevention.   
 
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Trap Card

Red-Eyes Fang with Chain
Normal Trap
Target 1 "Red-Eyes" monster you control; equip this card to it. It can make up to 2 attacks on monsters during each Battle Phase. You can send this Equip Card to the GY, then target 1 Effect Monster on the field; equip that target to the monster this card was equipped to, and if you do, while a monster is equipped to it by this effect, its ATK/DEF become equal to the original ATK/DEF of that equipped monster.
(Ultra Rare)
                                                    Rating: 2
Darkness Metal Dragon is still legal so it's your best target with this and may end up becoming stronger too, not to mention gain more attacks.   
 
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Fusion Monster
Red-Eyes Slash Dragon
DARK | Dragon-Type Fusion | Level 7 | ATK 2800 | DEF 2400
"Red-Eyes B. Dragon" + 1 Warrior monster
When a "Red-Eyes" monster declares an attack: You can target 1 Warrior monster in your GY; equip it to this card as an Equip Spell with this effect.
● The equipped monster gains 200 ATK.
When a card or effect is activated that targets a card you control (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation, and if you do, destroy that card. If this card is destroyed by battle or card effect: You can Special Summon as many monsters from your GY as possible, that were equipped to this card.
(Ultra Rare)
                                                    Rating: 2
An improvement over Black Metal Dragon but its effects aren't enough to make it that good.
 
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Effect Monster
Gearfried the Red-Eyes Iron Knight
DARK | Warrior | Level 4 | ATK 1800 | DEF 1600
Once per turn, if either player equips an Equip Card(s) to this card: You can destroy those Equip Cards, then you can destroy 1 Spell/Trap your opponent controls. Once per turn: You can send 1 Equip Card you control that is equipped to this card to the GY, then target 1 Level 7 or lower "Red-Eyes" monster in your GY; Special Summon it.
(Ultra Rare)
                                                    Rating: 3
This is one of those times where copying a good Monster Card pays off because this guy has followed the original Gearfried well by keeping itself as sort-of an upgraded counterpart to it.
 
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Effect Monster
Red-Eyes Baby Dragon
DARK | Dragon | Level 3 | ATK 1200 | DEF 700
When this card is destroyed by battle and sent to the GY: You can Special Summon 1 Level 7 or lower "Red-Eyes" monster from your Deck, and if you do, equip this card from the GY to it. It gains 300 ATK. If this card is sent to the GY while equipped to a monster: You can add 1 Level 1 Dragon monster from your Deck or GY to your hand.
(Ultra Rare)
                                                    Rating: 2
It's not restrained to Red-Eyes B. Dragon, which opens up more possibilities but it doesn't do a whole lot with either of its effects and is rather weak, given it's a Red-Eyes counterpart to Baby Dragon.