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Legendary Duelists New Card Ratings (Page 4)

1. For info on how these ratings are determined, click here.
Card galleries and spoilers:
LED6-EN: https://bit.ly/2T2yiIp | Spoiler {} LED7-EN: https://bit.ly/3qi8hkI | Spoiler
Set Name
                                                    ABCD-EN000
Effect Monster


                                                    Rating:


 
                                                    ABCD-EN000
Effect Monster


                                                    Rating:


Legendary Duelists: Rage of Ra (Spoiler)
                                                    LED7-EN037
Spell Card

Everlasting Alloy
Quick-Play Spell
If you control "Jinzo": Activate 1 of these effects;
● All Machine monsters you currently control cannot be destroyed by your opponent's card effects, until the end of this turn.
● When a card or effect is activated that targets a Machine monster(s) you control: Negate that effect.
(Rare)

                                                    Rating: 3
With Jinzo out blocking Traps, this card becomes quite tricky to negate and your Machines all get protected for the entire turn. in one form or another.
 
                                                    LED7-EN036
Spell Card

Cosmos Chanelling
Continuous Spell
You can send 1 monster you control that is owned by your opponent to the GY; Special Summon 1 Machine monster from your hand or GY. When your opponent draws for their normal draw in their Draw Phase while you control "Jinzo": You can declare 1 card type (Monster, Spell, or Trap); your opponent reveals the card they drew, and if it is the declared card type, send this card to the GY, and if you do, draw 1 card. You can only use each effect of "Cosmos Channelling" once per turn.
(Rare)

                                                    Rating: 1
Since just about every way to gain control of an opponent's monster is either banned or just bad and the only other effect is a gamble, why bother with this? We already know Espa Roba was a fraud anyway as are all psychics.
 
                                                    LED7-EN035
Spell Card

Law of the Cosmos
Normal Spell
Your opponent can Set 1 Trap directly from their hand or Deck. Then, if they did, Special Summon 1 "Jinzo" from your Deck. If they did not, add 1 "Jinzo", or 1 monster that specifically lists that card in its text, from your Deck to your hand. You can only activate 1 "Law of the Cosmos" per turn.
(Super Rare)

                                                    Rating: 2
The card will be useless if they Set it and be easy pickings for you later on but I doubt they will fall for that, which means you'll be the one with a vulnerable strategy.
 
                                                    LED7-EN034
Spell Card

Cyber Energy Shock
Quick-Play Spell
If you control "Jinzo": Target 1 card on the field; destroy it, then, if it was a Trap, you can apply 1 of these effects.
● Negate the effects of 1 face-up card on the field until the end of this turn.
● All "Jinzo" you control gain 800 ATK.
You can only activate 1 "Cyber Energy Shock" per turn.
(Rare)

                                                    Rating: 2
A more versatile variant to MST, but MST doesn't require Jinzo to be out.
 
                                                    LED7-EN033
Effect Monster

Psychic Megacyber
DARK | Machine |
Level 6 | ATK 2200 | DEF 1200
If your opponent controls more Spells/Traps than you do, you can Special Summon this card (from your hand). You can only Special Summon "Psychic Megacyber" once per turn this way. When this card declares an attack on an opponent's Effect Monster while you control "Jinzo": You can Tribute this card; place that opponent's monster face-up in their Spell & Trap Zone as a Continuous Trap. You can only use this effect of "Psychic Megacyber" once per turn.
(Rare)

                                                    Rating: 1
These days, most people don't Set that many Spells and Traps even though I'd rather be safe than sorry and Set more. This really isn't going to see play.
 
                                                    LED7-EN032
Effect Monster

Psychic Bounder
LIGHT | Machine | Level 4 | ATK 1700 | DEF 1000
If this card is Normal or Special Summoned: You can add 1 "Jinzo" or 1 Spell/Trap that specifically lists that card in its text, from your Deck to your hand. When another monster you control is attacked by an opponent's monster, before damage calculation: You can destroy both the attacking monster and this card. You can only use each effect of "Psychic Bounder" once per turn.
(Super Rare)

                                                    Rating: 2
Getting Jinzo is about the only good thing this has to offer.
 
                                                    LED7-EN031
Effect Monster

Jinzo the Machine Menace
DARK | Machine | Level 7 | ATK 2400 | DEF 1500
If a Trap is face-up on the field or in either GY: You can Special Summon this card from your hand, and if you do, it becomes Level 6 until the end of this turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Jinzo" from your hand or GY, then you can destroy all Traps your opponent controls (if a card is Set, reveal it). You can only use each effect of "Jinzo the Machine Menace" once per turn.
(Ultra Rare)

                                                    Rating: 2
Easy to Special Summon but it costs you a monster to bring out Jinzo with the effect it had in the anime. Still, it's no stronger than the original despite having a higher Level.
 
                                                    LED7-EN022
Trap Card

Meklord Astro the Eradicator
Normal Trap
Target 3 "Meklord" monsters with different names in your GY; add them to your hand, OR Special Summon them, ignoring their Summoning conditions. Until the end of your next turn after this card is activated, you cannot Special Summon monsters, except Machine monsters. If you control a "Meklord Astro" monster: You can banish this card from your GY; destroy 1 Synchro Monster your opponent controls, and if you do, inflict damage to your opponent equal to its original ATK. You can only use each effect of "Meklord Astro the Eradicator" once per turn.
(Rare)

                                                    Rating: 2
Although not ideal, it's still better to bring out the Meklord or Meklord Astro monsters because they have at least the chance at defending your LP better than the Meklord Army monsters.
 
                                                    LED7-EN021
Spell Card

Meklord Deflection
Quick-Play Spell
Target 1 "Meklord" monster you control; your opponent takes no battle damage from attacks involving that face-up monster until the end of this turn, also its ATK becomes (permanently) the combined original ATK of all "Meklord" monsters you currently control. If a "Meklord" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Meklord Deflection" per turn.
(Rare)

                                                    Rating: 1
There's no point in giving it extra ATK if I can't deal battle damage with it, especially since it only gains the ATK of your other Meklords.
 
                                                    LED7-EN020
Spell Card

Meklord Assembly
Continuous Spell
When this card is activated: You can add 1 "Meklord" monster from your Deck to your hand. You can only activate 1 "Meklord Assembly" per turn. You can only use each of the following effects of "Meklord Assembly" once per turn.
● You can discard 1 card, then target 1 monster you control; destroy it.
● If a face-up "Meklord" monster(s) you control is destroyed by battle or card effect: You can target 1 other face-up Spell/Trap on the field; destroy it.
(Super Rare)

                                                    Rating: 1
It may be Granel in the artwork but that's no reason to use this because it costs you a card just to destroy your own monster and bring out a Meklord Emperor by its effect.
 
                                                    LED7-EN019
Effect Monster

Meklord Army Deployer Obbligato
LIGHT | Machine | Level 4 | ATK 1200 | DEF 1800
During your Main Phase: You can activate this effect; destroy this card, and if you do, Special Summon 2 "Meklord Army" monsters from your Deck in Defense Position, except "Meklord Army Deployer Obbligato", also you cannot Special Summon monsters for the rest of this turn, except Machine monsters. If this card is sent to the GY: You can activate this effect; during the End Phase of this turn, you can inflict 100 damage to your opponent for each "Meklord" monster you control. You can only use each effect of "Meklord Army Deployer Obbligato" once per turn.
(Super Rare)

                                                    Rating: 1
Where's the justification for this being Super? The effects and its stats are bad.
 
                                                    LED7-EN018
Effect Monster

Meklord Nucleus Infinity Core
DARK | Machine | Level 1 | ATK 0 | DEF 0
The first time this card would be destroyed by battle each turn, it is not destroyed. You can only use each of the following effects of "Meklord Nucleus Infinity Core" once per turn. If this card is Normal or Special Summoned: You can add 1 "Meklord" Spell/Trap from your Deck to your hand. If this card is destroyed by card effect: You can Special Summon 1 "Meklord Emperor" monster from your hand or Deck with a different Attribute from the monsters you control, ignoring its Summoning conditions, also for the rest of this turn, you can only declare an attack with 1 monster.
(Super Rare)

                                                    Rating: 1
Even to bring out a regular Meklord Emperor, this isn't a good idea and without that it offers nothing but bad ideas.
 
                                                    LED7-EN017
Effect Monster

Meklord Emperor Wisel - Synchro Absorption
DARK | Machine | Level 1 | ATK 2500 | DEF 2500
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. During your opponent's turn (Quick Effect): You can send 1 face-up "Meklord" monster you control to the GY; Special Summon this card from your hand. You can only use this effect of "Meklord Emperor Wisel - Synchro Absorption" once per turn. If this card is Special Summoned: You can target 1 monster your opponent controls; it cannot attack for the rest of this turn. When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card.
(Super Rare)

                                                    Rating: 1
This is a pretty serious downgrade from the original Wisel given that it takes more work to bring out and gives you less in return.
 
                                                    LED7-EN016
Effect Monster

Meklord Astro Dragon Triskelion
DARK | Machine | Level 10 | ATK 3000 | DEF 0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 "Meklord" monsters with different names from your GY. Once per turn, when this card declares an attack: You can look at your opponent's Extra Deck and equip 1 monster from it to this card. This card gains ATK equal to the combined ATK of those equipped monsters. While equipped with a Synchro Monster, this card can make up to 3 attacks on monsters during each Battle Phase.
(Ultra Rare)

                                                    Rating: 2
There would be more options except that Meklords are more of Mehlords because of their medicore effects for most members.
 
                                                    LED7-EN008
Effect Monster

Makyura the Destructor
DARK | Warrior | Level 4 | ATK 1600 | DEF 1200
If this card is sent from the Monster Zone to the GY: You can activate 1 Trap Card from your hand this turn. You can only use this effect of "Makyura the Destructor" once per turn.
(Rare)

                                                    Rating: 2
It was too powerful back when DB1-EN released but now there's very little to make use of as it's been heavily restricted like all the other cards that were previously Forbidden.
 
                                                    LED7-EN007
Trap Card

Sun God Unification
Continuous Trap
If you control a monster whose original name is "The Winged Dragon of Ra", you can activate this card the turn it was Set. During the Main Phase: You can pay LP so that you only have 100 left; 1 Special Summoned "The Winged Dragon of Ra" you control gains ATK/DEF equal to the amount of LP paid (even if this card leaves the field). Once per turn: You can Tribute 1 "The Winged Dragon of Ra"; gain LP equal to its ATK on the field. You cannot activate both of this card's effects in the same Chain.
(Super Rare)

                                                    Rating: 1
Since Ra cannot normally be Special Summoned, there's no point in using this. Plus, since I've already stated the 1 card that permits Special Summoning Ra to be equally bad, you're all set to find something actually decent to play.
 
                                                    LED7-EN006
Spell Card

Millennium Revelation
Continuous Spell
You can send 1 Divine-Beast monster from your hand to the GY; add 1 "Monster Reborn" from your Deck or GY to your hand. You can send this face-up card to the GY; this turn, you can Special Summon "The Winged Dragon of Ra" from your GY with "Monster Reborn", ignoring its Summoning conditions. During the End Phase of the turn this effect was activated, you must send "The Winged Dragon of Ra" you control that was Special Summoned with "Monster Reborn" to the GY. You can only use each effect of "Millennium Revelation" once per turn.
(Super Rare)

                                                    Rating: 1
What's the point in using this when Ra still goes to the Graveyard after the effect is used? It's a whole lot of effort for basically nothing in return.
 
                                                    LED7-EN005
Spell Card

Blaze Cannon
Quick-Play Spell
(This card is also always treated as a "Blaze Accelerator" card.)
One "The Winged Dragon of Ra" you control gains the following effects until the end of this turn. This card's activation and effect cannot be negated.
● This card is unaffected by your opponent's card effects.
● When an attack is declared involving this card: You can Tribute any number of other monsters that did not declare an attack this turn; this card gains ATK equal to the Tributed monsters' combined original ATK, until the end of this turn.
● After damage calculation, if this card attacked: You can send all monsters your opponent controls to the GY.
(Ultra Rare)

                                                    Rating: 1
It doesn't matter what effects Effect Ra gets because Effect Ra is terrible.
 
                                                    LED7-EN004
Spell Card

Ancient Chant
Normal Spell
Add 1 "The Winged Dragon of Ra" from your Deck or GY to your hand, and if you do, you can Tribute Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can banish this card from your GY: If you Tribute Summon "The Winged Dragon of Ra" this turn, its original ATK/DEF become the combined original ATK/DEF of the monsters Tributed for its Summon. You can only activate 1 "Ancient Chant" per turn.
(Ultra Rare)

                                                    Rating: 1
The fact that they had to make a card that had 1 of Ra's anime effects proves how bad the actual Ra truly is. It's just not worth either effect as both can be done better.
 
                                                    LED7-EN003
Effect Monster

Guardian Slime
WATER | Aqua | Level 10 | ATK 0 | DEF 0
If you take battle or effect damage: You can Special Summon this card from your hand. During damage calculation, if this card battles an opponent's monster (Quick Effect): You can make this card gain DEF equal to that opponent's monster's ATK during that damage calculation only. If this card is sent from the hand or field to the GY: You can add 1 Spell/Trap from your Deck to your hand that specifically lists the card "The Winged Dragon of Ra" in its text. You can only use each effect of "Guardian Slime" once per turn.
(Ultra Rare)

                                                    Rating: 2
It'd have been nice to have it gain the attacking monster's ATK or DEF based on its battle position when battling a monster but it only gains DEF and that leaves it vulnerable. It's actually less useful than Metal Reflect Slime.
 
                                                    LED7-EN002
Effect Monster

Reactor Slime
WATER | Aqua | Level 4 | ATK 500 | DEF 500
During your Main Phase: You can activate this effect; Special Summon 2 "Slime Tokens" (Aqua/WATER/
Level 1/ATK 500/DEF 500), also you cannot Normal or Special Summon monsters for the rest of this turn, except Divine-Beast monsters. During the Battle Phase (Quick Effect): You can Tribute this card; Set 1 "Metal Reflect Slime" from your hand, Deck, or GY. It can be activated this turn. You can only use each effect of "Reactor Slime" once per turn.
(Rare)

                                                    Rating: 2
It can be useful for bringing out the God Cards but since only 2 of them are any good and you'll have to Special Summon this to bring them out in the same turn, it's not all that great.
 
                                                    LED7-EN001
Fusion Monster

Egyptian God Slime
WATER | Aqua-Type Fusion | Level 10 | ATK 3000 | DEF 3000
1 Aqua monster + 1 Level 10 WATER monster
Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Level 10 Aqua monster with 0 ATK. This card can be treated as 1 or 3 Tributes for the Tribute Summon of a monster. Cannot be destroyed by battle. Your opponent's monsters cannot target for attacks, and your opponent cannot target with card effects, any monsters you control, except "Egyptian God Slime".
(Ultra Rare)

                                                    Rating: 3
Pretty easy to bring out and perhaps better than what we got for the anime. Bringing it out via Fusion Summon is a bit harder though.
Legendary Duelists: Magical Hero (Spoiler)
                                                    LED6-EN049
Trap Card

Pendulum Dimension
Continuous Trap
If you Special Summon any of these monsters using a Pendulum Monster(s) as material, while this card is already face-up in your Spell & Trap Zone: You can activate the appropriate effect. You cannot apply that same effect of "Pendulum Dimension" for the rest of this turn (even if this card leaves the field).
● Fusion: Special Summon 1 monster from your Deck with the same original Level as that Fusion Monster, in Defense Position, but negate its effects.
● Synchro: Add 1 "Polymerization" from your Deck to your hand.
● Xyz: Take 1 Tuner from your Deck with an equal or lower Level than that Xyz Monster's Rank, and add it to your hand or Special Summon it.
(Common)  

                                                    Rating: 1
It's bad enough that it can only work with Extra Deck monsters that involve Pendulum Monster materials but to also minimize what you get in return renders the whole operation moot.   
 
                                                    LED6-EN048
Spell Card

Smile Action
Field Spell
When this card is activated: Each player can banish up to 5 Spells from their own GY, face-down. If a monster declares an attack: The attacked player activates this effect;
● You (the attacked player) can randomly add 1 of your cards banished by this card's effect to your hand, then you can discard it and negate that attack, but if you do not discard that added card, any battle damage you take this turn is doubled (even if this card leaves the field).
(Common)  

                                                    Rating: 1
There's nothing to smile about here considering both players lose 5 Spell Cards in their Grave and then either get 1 of them back, then lose it to negate an attack or take twice the battle damage from the attack. 
 
                                                    LED6-EN047
Spell Card

Performapal Popperup
Normal Spell
Send up to 3 cards from your hand to the GY; draw that many cards, then you can Special Summon up to that many monsters from your hand, with different names, that are "Performapal" monsters, "Magician" Pendulum Monsters, and/or "Odd-Eyes" monsters, each with a Level between the Pendulum Scales of the 2 cards in your Pendulum Zones. If you did not Special Summon by this effect, you lose 1000 LP for each card in your hand. You can only activate 1 "Performapal Popperup" per turn.
(Rare)  

                                                    Rating: 1
It's entirely a gamble, both in drawing cards and in being able to Special Summon monsters by its effect. Plus, it's restricted to specific Archetypes.   
 
                                                    LED6-EN046
Effect Monster

Odd-Eyes Wizard Dragon
DARK | Dragon | Level 7 | ATK 2500 | DEF 2500
If this card is in your hand: You can Tribute 1 DARK monster; send 1 "Odd-Eyes Dragon" from your hand, Deck, or face-up field to the GY, and if you do, Special Summon this card. If this card in your possession is destroyed by an opponent's card and sent to your GY: You can Special Summon 1 "Odd-Eyes" monster from your Deck or GY, except "Odd-Eyes Wizard Dragon", then you can add 1 "Spiral Flame Strike" from your Deck to your hand.
(Rare)  

                                                    Rating: 1
Apart from Penduum Dragon, there's nothing good to get and not even the support card is any good. This guy costs you more than you get out of it regardless of which effect you use.   
 
                                                    LED6-EN045
Pendulum Monster

Performapal Celestial Magician
DARK | Spellcaster-Type Pendulum | Level 4 | ATK 1500 | DEF 1000 | Scale 8
When exactly 1 face-up Fusion, Synchro, or Xyz Monster you control that was Special Summoned from the Extra Deck is destroyed by battle, or an opponent's card effect: You can Special Summon that destroyed monster, then destroy this card. You can only use this effect of "Performapal Celestial Magician" once per turn.

During your Main Phase, if this card was Normal or Special Summoned this turn: You can apply the following effect(s) for the rest of this turn, based on the other monsters you currently control.
● Fusion: This card can attack directly. ● Synchro: Your opponent cannot activate monster effects.
● Xyz: This card's ATK becomes double its original ATK. ● Pendulum: During the End Phase, add 1 Pendulum Monster from your Deck to your hand.
You can only use this effect of "Performapal Celestial Magician" once per turn.
(Super Rare)

                                                    Rating: 2
Although weak to start, the criteria in its Monster Text can easily be met, though I wouldn't recommend the Pendulum Text at all and just make use of the Scale 8.
 
                                                    LED6-EN038
Spell Card

Future Drive
Quick-Play Spell
Target 1 "Utopic Future" Xyz Monster you control; apply the following effect(s) to that monster you control for the rest of this turn.
● It can attack all monsters your opponent controls once each.
● If it battles an opponent's monster, that monster's effects are negated during the Damage Step only.
● Each time it destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's original ATK.
You can only activate 1 "Future Drive" per turn.
(Rare)

                                                    Rating: 1
They all suck so it doesn't matter which one you pick.
 
                                                    LED6-EN037
Spell Card

Onomatopickup
Continuous Spell
When this card is activated: You can add 1 "Onomat" card from your Deck to your hand, except "Onomatopickup". You can target 1 "Zubaba", "Gagaga", "Gogogo", or "Dododo" monster you control; all monsters you currently control become that monster's Level until the end of this turn (even if this card leaves the field). You can only use this effect of "Onomatopickup" once per turn. You can only activate 1 "Onomatopickup" per turn.
(Rare)

                                                    Rating: 2
It's really the 2nd effect that is remotely useful because the other one doesn't have enough members, let alone good ones, to be viable.
 
                                                    LED6-EN036
Effect Monster

Dodododwarf Gogogoglove
EARTH | Rock | Level 4 | ATK 0 | DEF 1800
During your Main Phase: You can Special Summon 1 "Zubaba" or "Gagaga" monster from your hand. If you control a "Gogogo" or "Dododo" monster except "Dodododwarf Gogogoglove", while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dodododwarf Gogogoglove" once per turn.
(Rare)

                                                    Rating: 2
There isn't much to work with this card that is at least decent but the DEF should help out a bit.
 
                                                    LED6-EN035
Effect Monster

Zubabababancho Gagagacoat
EARTH | Warrior | Level 4 | ATK 1800 | DEF 100
If you control a "Zubaba" or "Gagaga" monster except "Zubababancho Gagagacoat", while this card is in your hand: You can Special Summon this card. You can target 1 "Gogogo" or "Dododo" monster in your GY; Special Summon it, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use each effect of "Zubababancho Gagagacoat" once per turn.
(Rare)

                                                    Rating: 3
Effects don't matter here because the 1800 ATK is already good enough for its Level.
 
                                                    LED6-EN034
Xyz Monster

Gagagaga Magician
DARK | Spellcaster-Type Xyz |
Rank 4 | ATK 2000 | DEF 2000
2 Level 4 monsters
You can detach 1 material from this card, then target 1 Xyz Monster in your GY, except "Gagagaga Magician"; Special Summon it, but negate its effects. You can only use this effect of "Gagagaga Magician" once per turn. A "Utopic Future" Xyz Monster that has this card as material gains this effect.
● During your Main Phase: You can detach 2 materials from this card, then target 1 Xyz Monster you control; until the end of this turn, change its ATK to 4000, also negate its effects.
(Super Rare)

                                                    Rating: 1
So the added an extra "Ga" syllable to the original's name, gave it mediocre effects and slighly higher ATK and DEF and called it a day. Well I'll rate it a "1" and call it a day then.
 
                                                    LED6-EN027
Trap Card

Scrap-Iron Signal
Counter Trap
When your opponent activates a monster effect, while you control a Synchro Monster that lists a Synchro Monster as material: Negate the activation, also, after that, Set this card face-down instead of sending it to the GY. You can only activate 1 "Scrap-Iron Signal" per turn.
(Rare)

                                                    Rating: 1
When it only negates 1/3 of card effects given a specific condition being present, that's just terrible.
 
                                                    LED6-EN026
Spell Card

Synchro Chase
Continuous Spell
Your opponent cannot activate cards or effects in response to the effect activations of your Synchro Monsters with "Warrior", "Synchron", or "Stardust" in their original names. If you Synchro Summon a "Warrior", "Synchron", or "Stardust" Synchro Monster: You can target 1 monster in your GY used as its material; Special Summon it in Defense Position. You can only use this effect of "Synchro Chase" once per turn.
(Ultra Rare)

                                                    Rating: 2
It's pretty specific much like Satellite Synchron but again has at least some members that are worthwhile.
 
                                                    LED6-EN025
Effect Monster

Satellite Synchron
DARK | Machine-Type Tuner | Level 2 | ATK 700 | DEF 100
If a monster(s) is Special Summoned from your GY (except during the Damage Step): You can Special Summon this card from your hand. If you have a Synchro Monster with "Warrior", "Synchron", or "Stardust" in its original name on your field or GY: You can make this card's Level become 4 until the end of this turn. You can only use each effect of "Satellite Synchron" once per turn.
(Super Rare)

                                                    Rating: 2
It can be revived or Summoned a variety of ways and there are some decent Warrior and Stardust Synchros out there but still not very good.
 
                                                    LED6-EN024
Effect Monster

Junk Converter
EARTH | Warrior | Level 2 | ATK 400 | DEF 200
You can discard this card and 1 Tuner; add 1 "Synchron" monster from your Deck to your hand. If this card is sent to the GY as Synchro Material: You can target 1 Tuner in your GY; Special Summon it in Defense Position, but it cannot activate its effects this turn. You can only use each effect of "Junk Converter" once per turn.
(Super Rare)

                                                    Rating: 1
There are better ways to either get Tuners or revive them from the Graveyard than this.
 
                                                    LED6-EN023
Synchro Monster

Satellite Warrior
DARK | Warrior-Type Synchro | Level 10 | ATK 2500 | DEF 2000
1 Tuner + 1+ non-Tuner Synchro Monsters
If this card is Synchro Summoned: You can target cards your opponent controls, up to the number of Synchro Monsters in your GY; destroy them, and if you do, this card gains 1000 ATK for each card destroyed. If this Synchro Summoned card is destroyed: You can Special Summon up to 3 Level 8 or lower "Warrior", "Synchron", and/or "Stardust" Synchro Monsters with different names from your GY. You can only use each effect of "Satellite Warrior" once per turn.
(Ultra Rare)

                                                    Rating: 2
It's tricky to bring out but the ATK boost is permanent and you're probably going to need multiple Synchros anyway, thus being able to deestroy multiple cards. The other effect isn't that great though and neither are its stats for a Level 12 monster.
 
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Trap Card

Magistery Alchemist
Normal Trap
Banish 4 "HERO" monsters from your GY and/or face-up field, then target 1 "HERO" monster in your GY; Special Summon it, ignoring its Summoning conditions. If you banished EARTH, WATER, FIRE, and WIND Attributes to activate this effect, the monster's original ATK becomes doubled, also negate the effects of all face-up cards your opponent currently controls. You can only activate 1 "Magistery Alchemist" per turn.
(Super Rare)

                                                    Rating: 2
They're generally all pretty weak but meeting the requirements doesn't guarantee success as it only negates face-up cards.
 
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Spell Card

Favorite Hero
Equip Spell
Equip only to a Level 5 or higher "HERO" monster. If you control a card in your Field Zone, the equipped monster gains ATK equal to its original DEF, also your opponent cannot target it with card effects. At the start of the Battle Phase: You can activate 1 Field Spell directly from your hand or Deck. You can only use this effect of "Favorite Hero" once per turn. When the equipped monster attacks and destroys an opponent's monster by battle: You can send this card to the GY; the attacking monster can make a second attack in a row.
(Ultra Rare)

                                                    Rating: 2
Apart from Neos and the Fusions, there's pretty much nothing worth using with this card and that makes the entire card virtually pointless.
 
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Spell Card

Generation Next
Quick-Play Spell
If your LP are lower than your opponent's: Add to your hand, or Special Summon, 1 "Elemental HERO" monster, "Kuriboh" monster, or "Neo-Spacian" monster from your Deck or GY, with ATK less than or equal to the difference in LPs, also for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as that card. You can only activate 1 "Generation Next" per turn.
(Super Rare)

                                                    Rating: 1
They're all useless apart from a select number of Main Deck monsters and Extra Deck monsters (all of which generally can't bypass being Fusion Summoned).
 
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Effect Monster

Elemental HERO Liquid Soldier
WATER | Warrior | Level 4 | ATK 1400 | DEF 1300
When this card is Normal Summoned: You can target 1 Level 4 or lower "HERO" monster in your GY, except "Elemental HERO Liquid Soldier"; Special Summon it. If this card is used as Fusion Material for a "HERO" monster, and sent to the GY or banished: You can draw 2 cards, then discard 1 card. You can only use 1 "Elemental HERO Liquid Soldier" effect per turn, and only once that turn.
(Ultra Rare)

                                                    Rating: 1
It's another weak HERO monster with pretty much no worthwhile uses.
 
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Fusion Monster

Elemental HERO Sunrise
LIGHT | Warrior-Type Fusion | Level 7 | ATK 2500 | DEF 1200
2 "HERO" monsters with different Attributes
Must be Fusion Summoned. Monsters you control gain 200 ATK for each different Attribute you control. You can only use each of the following effects of "Elemental HERO Sunrise" once per turn.
● If this card is Special Summoned: You can add 1 "Miracle Fusion" from your Deck to your hand.
● When an attack is declared involving another "HERO" monster you control: You can target 1 card on the field; destroy it.
(Ultra Rare)

                                                    Rating: 1
I can say the sun has certainly set on this guy's playability because it was determined the moment the card was finalized in Japan.
 
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Trap Card

Magicians' Combination
Continuous Trap
Once per turn, when a card or effect is activated (except during the Damage Step): You can Tribute 1 "Dark Magician" or 1 "Dark Magician Girl"; Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your hand or GY, with a different name from the Tributed monster, and if you do, negate that activated effect. If this face-up card is sent from the Spell & Trap Zone to the GY: You can destroy 1 card on the field.
(Ultra Rare)

                                                    Rating: 1
What's the point in Tributing the monster to get another copy of that monster from your Deck? It's also requiring the same two inferior monsters that come in multiple equally mediocre forms. Magicians Unite does a better job than this.
 
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Spell Card

Secrets of Dark Magic
Quick-Play Spell
Activate 1 of the following effects.
● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", as Fusion Material.
● Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", whose total Levels equal or exceed the Level of the Ritual Monster.
(Rare)

                                                    Rating: 1
Keep these secrets hidden because they're a disappointment for anyone that wants them revealed.
 
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Spell Card

Soul Servant
Quick-Play Spell
Place 1 card on top of the Deck from your hand, Deck, or GY, that is "Dark Magician" or specifically lists "Dark Magician" or "Dark Magician Girl" in its text, except "Soul Servant". During your Main Phase: You can banish this card from your GY; draw cards equal to the number of "Palladium" monsters, "Dark Magician", and/or "Dark Magician Girl", with different names, on the field and in the GYs. You can only use this effect of "Soul Servant" once per turn.
(Ultra Rare)

                                                    Rating: 1
When the support is bad, you're not helping the monsters that need it most. It's another disappointing support card fro DMG and DM.
 
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Effect Monster

Magicians' Souls
DARK | Spellcaster | Level 1 | ATK 0 | DEF 0
You can send up to 2 Spells/Traps from your hand and/or field to the GY; draw that many cards. If this card is in your hand: You can send 1 Level 6 or higher Spellcaster monster from your Deck to the GY, then activate 1 of these effects;
● Special Summon this card.
● Send this card to the GY, then, you can Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your GY.
You can only use each effect of "Magicians' Souls" once per turn.
(Ultra Rare)

                                                    Rating: 1
Unlike in the anime where the soul of a monster actually was able to damage a player's Life Points with Ectoplasmer, this guy has Dark Magician's soul and has literally nothing meaningful to show for it.
 
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Fusion Monster

The Dark Magicians
DARK | Spellcaster-Type Fusion | Level 8 | ATK 2800 | DEF 2300
"Dark Magician" or "Dark Magician Girl" + 1 Spellcaster monster
Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Set it, and if it was a Trap or Quick-Play Spell, you can activate it this turn. If this card is destroyed: You can Special Summon both 1 "Dark Magician" and 1 "Dark Magician Girl" from your hand, Deck, and/or GY.
(Ultra Rare)

                                                    Rating: 2
Unfortunately, even as a team they're mediocre and that's not surprising since they also suck on their own. Thankfully I don't need both to bring it out but it's not much as a whole.