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SDSA-EN spoiler SDCH-EN spoiler SDFC-EN spoiler

Structure Deck Card Ratings (Page 10)

1. Only new cards and those with updated text that changes how they work are included below.
2.
Products below have their name shortened for more space.
3.
SDSA-EN info: https://yugipedia.com/wiki/Structure_Deck:_Sacred_Beasts          
4. SDCH-EN info: https://yugipedia.com/wiki/Structure_Deck:_Spirit_Charmers
5. SDFC-EN info: https://yugipedia.com/wiki/Structure_Deck:_Freezing_Chains  
Set Name (ABCD-EN000)
x
         
 
Set Name (ABCD-EN000)
x
         
 
Freezing Chains (SDFC-EN046)
Terror of Trishula
TRAP Normal Trap Level ATK:
DEF:
Pendulum
Scale:
Apply these effects, in sequence, depending on the number of "Ice Barrier" Synchro Monsters you control with different names;
● 1+: Banish 1 card your opponent controls.
● 2+: Banish 1 card from your opponent's GY.
● 3+: Banish 1 random card from your opponent's hand.
When your opponent activates a card or effect that targets an "Ice Barrier" Synchro Monster(s) you control: You can banish this card from your GY; negate that effect.
You can only use each effect of "Terror of Trishula" once per turn.
(Common)
Rating: 1 out of 5
This is only there to make the regular Trashula look good.
Freezing Chains (SDFC-EN041)
Trishula, Zero Dragon of the Ice Barrier
WATER Dragon / Synchro / Effect Level 11 ATK: 2700
DEF: 2000
Pendulum
Scale:
1 Tuner + 2+ non-Tuner monsters
When this card is Synchro Summoned: You can banish up to 3 cards your opponent controls. If this Synchro Summoned card in its owner's control is destroyed by an opponent's card: You can Special Summon 1 "Trishula, Dragon of the Ice Barrier" from your Extra Deck or GY, its ATK becomes 3300, then halve the ATK of any face-up monsters your opponent currently controls, also negate their effects. You can only use this effect of "Trishula, Zero Dragon of the Ice Barrier" once per turn.
(Ultra Rare)
Rating: 1 out of 5
Zero improvements over the original even though they dialed it up to 11.
Freezing Chains (SDFC-EN028)
Freezing Chains of the Ice Barrier
SPELL Continuous Spell Level ATK:
DEF:
Pendulum
Scale:
When this card is activated: You can target 1 Level 4 or lower "Ice Barrier" monster in your GY; Special Summon it. While you control 3 or more "Ice Barrier" monsters, "Ice Barrier" monsters you control are unaffected by the activated effects of your opponent's monsters that were Special Summoned from the Extra Deck. You can only activate 1 "Freezing Chains of the Ice Barrier" per turn.
(Common)
Rating: 1 out of 5
Much like with Exodia, you'd be better off breaking the chains and freeing those trapped within them.
Freezing Chains (SDFC-EN027)
Winds Over the Ice Barrier
SPELL Normal Spell Level ATK:
DEF:
Pendulum
Scale:
Tribute any number of "Ice Barrier" monsters; Special Summon from your Deck that many Level 4 or lower "Ice Barrier" monsters with different names from each other. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your "Ice Barrier" monsters that is banished or in your GY; add it to your hand. You can only use each effect of "Winds Over the Ice Barrier" once per turn.
(Ultra Rare)
Rating: 1 out of 5
They're quite calm actually.
Freezing Chains (SDFC-EN005)
Zujin of the Ice Barrier
WATER Warrior / Effect Level 2 ATK: 500
DEF: 300
Pendulum
Scale:
You can Tribute this card; Special Summon 1 Level 5 or higher "Ice Barrier" monster from your hand. If this card is in your GY, except the turn it was sent there: You can target 1 Level 3 or higher WATER monster you control; reduce its Level by exactly 2, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Zuijin of the Ice Barrier" once per turn.
(Ultra Rare)
Rating: 2 out of 5
They get their own Level Eater and Unshaven Angler rolled into one monster. Only for Ice Barriers though.
Freezing Chains (SDFC-EN004)
Hexa Spirit
of the Ice Barrier
WATER Sea Serpent / Tuner / Effect Level 1 ATK: 400
DEF: 200
Pendulum
Scale:
While you control another "Ice Barrier" monster, monsters your opponent controls lose 500 ATK/DEF. During your Main Phase: You can send 1 Level 3 or lower "Ice Barrier" monster from your Deck to the GY, and if you do, this card's Level becomes the same as that monster's, until the end of this turn. You can only use this effect of "Hexa Spirit of the Ice Barrier" once per turn.
(Common)
Rating: 2 out of 5
Spirit Charmers got the previous Structure Deck, and thankfully it's not a Spirit monster either.
Freezing Chains (SDFC-EN003)
Speaker
for the Ice Barriers
WATER Spellcaster / Effect Level 4 ATK: 1000
DEF: 1800
Pendulum
Scale:
While you control another "Ice Barrier" monster, Defense Position monsters your opponent controls cannot change their battle positions. You can only use each of the following effects of "Speaker for the Ice Barriers" once per turn. If you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If you control an "Ice Barrier" monster: You can banish this card from your GY; Special Summon 1 "Ice Barrier Token" (Aqua/WATER/Level 1/
ATK 0/DEF 0).
(Ultra Rare)
Rating: 2 out of 5
Other copies can help achieve either of this card's effects, but its DEF only gives it a 2.
Freezing Chains (SDFC-EN002)
Revealer
for the Ice Barrier
WATER Spellcaster / Effect Level 4 ATK: 1700
DEF: 1000
Pendulum
Scale:
While you control another "Ice Barrier" monster, your opponent cannot Tribute Summon. You can only use each of the following effects of "Revealer of the Ice Barrier" once per turn. You can discard 1 card; Special Summon 1 "Ice Barrier" Tuner from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If you would discard, or send a card(s) from your hand to the GY, to activate an "Ice Barrier" monster's effect, you can banish this card from your GY instead of 1 of those cards.
(Ultra Rare)
Rating: 2 out of 5
Most players don't Tribute Summon so bring out a Tuner with the effect so that you can Synchro Summon.
Freezing Chains (SDFC-EN001)
General Wayne
for the Ice Barrier
WATER Warrior / Effect Level 5 ATK: 2100
DEF: 400
Pendulum
Scale:
Spells and Traps sent from the field to your opponent's GY are banished instead. You can only use each of the following effects of "General Wayne of the Ice Barrier" once per turn. If your opponent controls a monster and you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Ice Barrier" Spell/Trap from your Deck to your hand.
(Common)
Rating: 2 out of 5
After years in the Hidden Arsenal realm, they finally get their own Deck, but still remain relatively mediocre.
Spirit Charmers (SDCH-EN041)
Spirit Charmers
SPELL Quick-Play Spell Level ATK:
DEF:
Pendulum
Scale:
Discard 1 card; take 2 cards from your Deck with different names from each other, that are "Charmer" monsters, "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps, add 1 of them to your hand, and Set the other. You can only activate 1 "Spirit Charmers" per turn.
(Ultra Rare)
Rating: 1 out of 5
Monsters aren't going to be any good being Set and the support is bad either way.
Spirit Charmers (SDCH-EN028)
Possessed Partnerships
TRAP Normal Trap Level ATK:
DEF:
Pendulum
Scale:
Special Summon 1 Spellcaster monster with 1500 DEF from your hand or GY in Attack Position or face-down Defense Position, then, if you control monsters with 2 or more different Attributes, you can destroy 1 face-up card on the field. You can banish this card from your GY, then target 1 "Possessed" Continuous Spell/Trap in your GY; place it face-up on your field. You can only use 1 "Possessed Partnerships" effect per turn, and only once that turn.
(Super Rare)
Rating: 2 out of 5
Okay for Spellcaster Decks, but not really for Spirit Charmers.
Spirit Charmers (SDCH-EN019)
Grand Spiritual Art - Ichirin
SPELL Field Spell Level ATK:
DEF:
Pendulum
Scale:
Negate your opponent's first monster effect that resolves each turn while you control a Spellcaster monster with 1500 DEF. During your Main Phase: You can reveal 1 Spellcaster monster from your hand, and if you do, add 1 monster with the same Attribute, but with 1500 ATK/200 DEF, from your Deck to your hand, and if you do that, shuffle the revealed card into the Deck. You can only use this effect of "Grand Spiritual Art - Ichirin" once per turn.
(Ultra Rare)
Rating: 2 out of 5
The Familiar-Possessed make this somewhat useful, but the other effect is limited mostly to those dumb Charmers.
Spirit Charmers (SDCH-EN006)
Awakening of the Possessed - Greater Inari Fire
FIRE Pyro / Effect Level 5 ATK: 2000
DEF: 200
Pendulum
Scale:
You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower FIRE monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Greater Inari Fire" once per turn.
● When this card is Special Summoned by its effect: You can inflict damage to your opponent equal to the original ATK of 1 monster they control (your choice).
● If this card is sent from the field to the GY: You can add 1 "Spiritual Fire Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand.
(Ultra Rare)
Rating: 2 out of 5
The best effect works one time and it's pretty costly.
Spirit Charmers (SDCH-EN005)
Awakening of the Possessed - Nefariouser Archfiend
EARTH Beast / Effect Level 5 ATK: 2000
DEF: 200
Pendulum
Scale:
You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower EARTH monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Nefariouser Archfiend" once per turn.
● When this card is Special Summoned by its effect: You can Special Summon 1 Level 4 or lower monster from your GY, but negate its effects.
● If this card is sent from the field to the GY: You can add 1 "Spiritual Earth Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand.
(Ultra Rare)
Rating: 1 out of 5
Just about every way to revive monsters is better than this.
Sacred Beasts (SDSA-EN046)
Dimension Fusion Destruction
SPELL Normal Spell Level ATK:
DEF:
Pendulum
Scale:
Banish from your hand, field, and/or GY, the Fusion Materials that are listed on a "Phantasm" Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. You take no battle damage from attacks involving the monster Special Summoned by this effect. If you control "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", your opponent cannot activate cards or effects in response to this card's activation.
(Super Rare)
Rating: 1 out of 5
Such a punishing name is completely wasted by an effect limited to like 3 bad Fusions.
Sacred Beasts (SDSA-EN035)
Awakening of the Sacred Beasts
TRAP Continuous Trap Level ATK:
DEF:
Pendulum
Scale:
This card gains these effects based on the number of "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and/or "Raviel, Lord of Phantasms" with different names you control.
● 1+: Each time your opponent Normal or Special Summons a monster(s): Gain LP equal to the ATK of that monster(s).
● 2+: Negate the activated effects of monsters your opponent controls.
● 3: Any monsters sent to your opponent's GY are banished instead.
Once per your turn, if you control a Level 10 monster: You can add 1 Continuous Trap from your GY to your hand.
(Common)
Rating: 2 out of 5
You get 1 effect regardless of which you control, but only Raviel and Hamon are useful.
Sacred Beasts (SDSA-EN034)
Hyper Blaze
TRAP Continuous Trap Level ATK:
DEF:
Pendulum
Scale:
To Special Summon "Uria, Lord of Searing Flames" using its own procedure, you can also use face-down Traps you control. Once per battle, when an attack is declared involving your "Uria, Lord of Searing Flames": You can send 1 Trap from your hand or Deck to the GY; its ATK/DEF become the number of face-up Traps on the field and in the GYs x 1000, for the rest of this turn. Once per turn: You can discard 1 card; add to your hand or Special Summon, 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" from your GY, ignoring its Summoning conditions.
(Super Rare)
Rating: 1 out of 5
Much of this could've been part of Uria's text, but it's worthless because of how bad Uria is.
Sacred Beasts (SDSA-EN020)
Opening of the Spirit Gates
SPELL Continuous Spell Level ATK:
DEF:
Pendulum
Scale:
When this card is activated: Add 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", OR 1 monster that specifically lists any of those cards in its text, from your Deck to your hand. Once per turn: You can discard 1 card; Special Summon 1 Fiend monster with 0 ATK/DEF from your GY. Once per turn, if you control a Level 10 monster: You can add 1 Continuous Spell from your GY to your hand. You can only activate 1 "Opening of the Spirit Gates" per turn.
(Common)
Rating: 2 out of 5
Supports some monstrers that aren't Sacred Beasts, but the last effect really isn't good.
Sacred Beasts (SDSA-EN019)
Cerulean Skyfire
SPELL Continuous Spell Level ATK:
DEF:
Pendulum
Scale:
To Special Summon "Hamon, Lord of Striking Thunder" using its own procedure, you can also use face-down Spells you control. Once per turn, while you control an Attack Position "Hamon, Lord of Striking Thunder", you can negate any Spell/Trap effect activated by your opponent, then, change 1 "Hamon, Lord of Striking Thunder" you control to Defense Position. If a face-up "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" you control leaves the field: You take no damage this turn.
(Super Rare)
Rating: 2 out of 5
Hamon becomes only a tad easier to play, but the other effect means it can't attack.
Sacred Beasts (SDSA-EN004)
Chaos Summoning Beast
DARK Fiend / Effect Level 1 ATK: 0
DEF: 0
Pendulum
Scale:
You can Tribute this card; Special Summon 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", from your hand, ignoring its Summoning conditions. You can banish this card from your GY; add 1 "Fallen Paradise" from your Deck to your hand. You can only use each effect of "Chaos Summoning Beast" once per turn.
(Common)
Rating: 2 out of 5
Hamon and Raviel are worth the single Tribute and keep their effects, but Fallen Paradise sucks.
Sacred Beasts (SDSA-EN003)
Dark Beckoning Beast
DARK Fiend / Effect Level 2 ATK: 0
DEF: 0
Pendulum
Scale:
When this card is Normal Summoned: You can add 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", OR 1 card that specifically lists any of those cards in its text, from your Deck to your hand, except "Dark Beckoning Beast". You can only use this effect of "Dark Beckoning Beast" once per turn. During your Main Phase, you can Normal Summon 1 Fiend monster with 0 ATK/DEF in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
(Common)
Rating: 2 out of 5
Might've expected it just to be limited to the Sacred Beasts, but it has a bit more wiggle room than that.
Sacred Beasts (SDSA-EN002)
Chaos Core
DARK Fiend / Effect Level 3 ATK: 0
DEF: 0
Pendulum
Scale:
When either player activates a card or effect that targets this card, or when your opponent's monster targets it for an attack (Quick Effect): You can send up to 1 each of "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and "Raviel, Lord of Phantasms" from your hand and/or Deck to the GY, and if you do, place 1 Phantasm Counter on this card for each card sent to the GY, and if you place at least 1, you take no battle damage this turn. You can only use this effect of "Chaos Core" once per turn. If this card would be destroyed by battle or card effect, you can remove 1 Phantasm Counter from this card instead.
(Common)
Rating: 1 out of 5
Reducing damage to 0 can be done without the Sacred Beasts like with Waboku.
Sacred Beasts (SDSA-EN001)
Raviel, Lord of Phantasms - Shimmering Scraper
DARK Fiend / Effect Level 10 ATK: 4000
DEF: 4000
Pendulum
Scale:
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. You can only use each of the following effects of "Raviel, Lord of Phantasms - Shimmering Scraper" once per turn.
● (Quick Effect): You can discard this card and target 1 "Raviel, Lord of Phantasms" you control; for the rest of this turn, its ATK becomes double its current ATK, also it can attack all monsters your opponent controls once each.
● If this card is in your GY: You can Tribute 1 monster; add this card to your hand.
(Ultra Rare)
Rating: 2 out of 5
A tall order to get both Raviels on the field, but then you could win the Duel in a single turn.