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SDGR-EN spoiler | SDHS-EN spoiler | SDSE-EN spoiler |
Structure Deck Card Ratings (Page 3)
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. SDGR-EN info: https://yugipedia.com/wiki/Geargia_Rampage_Structure_Deck 4. SDHS-EN info: https://yugipedia.com/wiki/HERO_Strike_Structure_Deck 5. SDSE-EN info: https://yugipedia.com/wiki/Synchron_Extreme_Structure_Deck |
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Synchron Extreme
(SDSE-EN042) Accel Synchron |
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DARK | Machine / Synchro / Tuner / Effect | Level 5 | ATK: 500 DEF: 2100 |
Pendulum Scale: |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can send 1 "Synchron" monster from your Deck to the Graveyard, then activate 1 of these effects; ● Increase this card's Level by the Level of the sent monster. ● Reduce this card's Level by the Level of the sent monster. During your opponent's Main Phase, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using Materials including this card you control (this is a Quick Effect). You can only Synchro Summon "Accel Synchron(s)" once per turn. (Super Rare) |
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Rating: 1 out of 5 Apparently we just can't let a bad strategy die. |
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Synchron Extreme
(SDSE-EN041) Jet Warrior |
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FIRE | Warrior / Synchro / Effect | Level 5 | ATK: 2100 DEF: 1200 |
Pendulum Scale: |
"Jet Synchron" + 1 or more non-Tuner monsters If this card is Synchro Summoned: You can target 1 card your opponent controls; return it to the hand. If this card is in your Graveyard: You can Tribute 1 Level 2 or lower monster; Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Jet Warrior" once per turn. (Ultra Rare) |
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Rating: 1 out of 5 ATC won't grant clearance to an aircract this bad. |
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Synchron Extreme
(SDSE-EN040) Stardust Warrior |
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WIND | Warrior / Synchro / Effect | Level 10 | ATK: 3000 DEF: 2500 |
Pendulum Scale: |
1 Tuner Synchro Monster + 1 or more non-Tuner Synchro Monsters During either player's turn, if your opponent would Special Summon a monster(s): You can Tribute this card; negate the Summon, and if you do, destroy that monster(s). During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your Graveyard. If this card is destroyed by battle, or if this face-up card you control leaves the field because of an opponent's card effect: You can Special Summon 1 Level 8 or lower "Warrior" Synchro Monster from your Extra Deck. (This Special Summon is treated as a Synchro Summon.) (Ultra Rare) |
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Rating: 2 out of 5 Better than Shooting Star Dragon, but not by much. |
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Synchron Extreme
(SDSE-EN034) Scrap-Iron Statue |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
When a Spell/Trap Card that is already face-up on your
opponent's side of the field activates its effect: Destroy that
card, also, after that, Set this card face-down instead of
sending it to the Graveyard. If this card is sent to the
Graveyard: You can target 1 "Junk" monster in your Graveyard;
Special Summon it in Defense Position. You can only use each
effect of "Scrap-Iron Statue" once per turn. (Common) |
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Rating: 2 out of 5 Blocks effects without negating their effect activation or is mediocre Junk monster support. |
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Synchron Extreme
(SDSE-EN026) Starlight Junktion |
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SPELL | Field Spell | Level | ATK: DEF: |
Pendulum Scale: |
You can Tribute 1 Tuner monster; Special Summon 1 "Synchron"
monster from your Deck with a different Level than the Tributed
monster had on the field. During your opponent's turn, if you
Special Summon a Synchro Monster from your Extra Deck: Target 1
card on the field; shuffle it into the Deck. You can only use
each effect of "Starlight Junktion" once per turn. (Common) |
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Rating: 2 out of 5 Provides access to the better Tuners, but the other effect isn't very good. |
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Synchron Extreme
(SDSE-EN025) Limit Overdrive |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
Return 1 Tuner Synchro Monster and 1 non-Tuner Synchro Monster
you control to the Extra Deck; Special Summon 1 Synchro Monster
from your Extra Deck that has a Level equal to the combined
Level the 2 monsters had on the field, ignoring its Summoning
conditions. You can only activate 1 "Limit Overdrive" per turn. (Common) |
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Rating: 0 out of 5 De-Synchro of the worst kind. |
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Synchron Extreme
(SDSE-EN024) Scrap Fist |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
Target 1 "Junk Warrior" you control; if it battles an opponent's
monster this turn while you control it, apply these effects. ● Your opponent cannot activate cards or effects until the end of the Damage Step. ● If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● Double any battle damage your opponent takes. ● It cannot be destroyed by battle. ● Destroy the opponent's monster that battled it at the end of the Damage Step. (Super Rare) |
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Rating: 2 out of 5 Junk Warrior actually becomes more of a threat, but it's probably going to be battling with its original ATK and DEF. |
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Synchron Extreme
(SDSE-EN003) Synchron Carrier |
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EARTH | Machine / Effect | Level 2 | ATK: 0 DEF: 1000 |
Pendulum Scale: |
During your Main Phase, you can Normal Summon 1 "Synchron"
monster in addition to your Normal Summon/Set. (You can only
gain this effect once per turn.) If another "Synchron" monster
is sent to your Graveyard as a Synchro Material for the Synchro
Summon of a Warrior or Machine-Type Synchro Monster, while you
control this card: You can Special Summon 1 "Synchron Token"
(Machine-Type/EARTH/Level 2/ATK 1000/DEF 0). You can only use
this effect of "Synchron Carrier" once per turn. (Common) |
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Rating: 1 out of 5 Extra baggage just to copy Double Summon for Synchrons. |
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Synchron Extreme
(SDSE-EN002) Rush Warrior |
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WIND | Warrior / Effect | Level 2 | ATK: 300 DEF: 1200 |
Pendulum Scale: |
During damage calculation (in either player's turn), if a
"Warrior" Synchro Monster you control battles an opponent's
monster: You can send this card from your hand to the Graveyard;
your battling monster's ATK becomes double its current ATK
during that damage calculation only. You can banish this card
from your Graveyard, then target 1 "Synchron" monster in your
Graveyard; add it to your hand. You can only use each effect of
"Rush Warrior" once per turn. (Common) |
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Rating: 1 out of 5 You might misinterpret the effect mentioning Warrior-Type Synchros, but it's ones like Junk Warrior instead. |
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Synchron Extreme
(SDSE-EN001) Jet Synchron |
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FIRE | Machine / Tuner / Effect | Level 1 | ATK: 500 DEF: 0 |
Pendulum Scale: |
If this card is sent to the Graveyard as a Synchro Material: You
can add 1 "Junk" monster from your Deck to your hand. If this
card is in your Graveyard: You can send 1 card from your hand to
the Graveyard; Special Summon this card, but banish it when it
leaves the field. You can only use 1 "Jet Synchron" effect per
turn, and only once that turn. (Super Rare) |
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Rating: 2 out of 5 Somewhat helpful to get Junk jSynchron as you'll be down a Tuner, but it's otherwise very weak. |
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HERO Strike
(SDHS-EN044) Masked HERO Dark Law |
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DARK | Warrior / Fusion / Effect | Level 6 | ATK: 2400 DEF: 1800 |
Pendulum Scale: |
Must be Special Summoned with "Mask Change" and cannot be
Special Summoned by other ways. Any card sent to your opponent's
Graveyard is banished instead. Once per turn, if your opponent
adds a card(s) from their Deck to their hand (except during the
Draw Phase or the Damage Step): You can banish 1 random card
from your opponent's hand. (Super Rare) |
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Rating: 1 out of 5 Change isn't always good and bringing this out with Mask Change sure isn't. |
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HERO Strike
(SDHS-EN043) Masked HERO Divine Wind |
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WIND | Warrior / Fusion / Effect | Level 8 | ATK: 2700 DEF: 1900 |
Pendulum Scale: |
Must be Special Summoned with "Mask Change" and cannot be
Special Summoned by other ways. Cannot be destroyed by battle.
Your opponent can attack with only 1 monster during each Battle
Phase. When this card destroys an opponent's monster by battle
and sends it to the Graveyard: You can draw 1 card. (Super Rare) |
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Rating: 3 out of 5 Finally something that can make an impact during a Duel. |
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HERO Strike
(SDHS-EN042) Masked HERO Koga |
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LIGHT | Warrior / Fusion / Effect | Level 8 | ATK: 2500 DEF: 1800 |
Pendulum Scale: |
Must be Special Summoned with "Mask Change" and cannot be
Special Summoned by other ways. This card gains 500 ATK for each
monster your opponent controls. Once per turn, during either
player's turn: You can banish 1 "HERO" monster from your
Graveyard, then target 1 face-up monster on the field; that
target loses ATK equal to the ATK of the monster banished to
activate this effect. (Super Rare) |
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Rating: 2 out of 5 Probably has up to 4000 ATK at a given time during a Duel, and the other effect isn't too bad either. |
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HERO Strike
(SDHS-EN041) Contrast HERO Chaos |
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DARK | Warrior / Fusion / Effect | Level 9 | ATK: 3000 DEF: 2600 |
Pendulum Scale: |
2 "Masked HERO" monsters (This card is always treated as an "Elemental HERO" card.) Must be Fusion Summoned and cannot be Special Summoned by other ways. While face-up on the field, this card is also LIGHT-Attribute. Once per turn, during either player's turn: You can target 1 face-up card on the field; negate that target's effects until the end of this turn. (Ultra Rare) |
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Rating: 1 out of 5 Couldn't even be bothered to learn any new skills for the extra work. |
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HERO Strike
(SDHS-EN021) Mask Charge |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
Target 1 "HERO" monster and 1 "Change" Quick-Play Spell Card in
your Graveyard; add those targets to your hand. (Common) |
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Rating: 2 out of 5 The Masked HERO version of Fusion Recovery, but Fusion Recovery is generally much better. |
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HERO Strike
(SDHS-EN020) Form Change |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
Target 1 "HERO" Fusion Monster you control; return it to the
Extra Deck, then Special Summon from your Extra Deck, 1 "Masked
HERO" monster with the same Level as that monster's original
Level, but with a different name. (This Special Summon is
treated as a Special Summon with "Mask Change".) (Common) |
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Rating: 2 out of 5 The HERO version of Metamorphosis, but it's not really reducing the workload. |
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HERO Strike
(SDHS-EN019) Mask Change II |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
Discard 1 card, then target 1 face-up monster you control that
has a Level; send it to the Graveyard, also, after that, if it
left the field by this effect, Special Summon from your Extra
Deck, 1 "Masked HERO" monster with the same Attribute, but a
higher Level than, the Attribute/Level the monster had when it
was on the field (its original Attribute/Level, if face-down.
This Special Summon is treated as a Special Summon with "Mask
Change"). You can only activate 1 "Mask Change II" per turn. (Common) |
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Rating: 2 out of 5 Honestly might be the better version of Mask Change given you mostly don't even need a HERO monster. |
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HERO Strike
(SDHS-EN001) Elemental HERO Shadow Mist |
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DARK | Warrior / Effect | Level 4 | ATK: 1000 DEF: 1500 |
Pendulum Scale: |
If this card is Special Summoned: You can add 1 "Change"
Quick-Play Spell Card from your Deck to your hand. If this card
is sent to the Graveyard: You can add 1 "HERO" monster from your
Deck to your hand, except "Elemental HERO Shadow Mist". You can
only use 1 "Elemental HERO Shadow Mist" effect per turn, and
only once that turn. (Super Rare) |
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Rating: 2 out of 5 Main Deck HERO monsters aren't very good, but getting Mask Change can help. |
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Geargia Rampage
(SDGR-EN034) Geargiagear Gigant XG |
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EARTH | Machine / Xyz / Effect | Rank 3 | ATK: 2500 DEF: 1300 |
Pendulum Scale: |
3 Level 3 monsters During either player's Battle Step, while an attack involving your Machine-Type monster is occurring: You can detach 1 Xyz Material from this card; negate the effects of all face-up cards your opponent currently controls, also your opponent cannot activate cards or effects. These effects last until the end of the Damage Step. When this face-up card leaves the field: You can target 1 other "Geargia" card in your Graveyard; add that target to your hand. (Ultra Rare) |
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Rating: 3 out of 5 Any Machine Deck can benefit here, and it's pretty strong for its Rank. |
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Geargia
Rampage
(SDGR-EN003) Geargiauger |
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EARTH | Machine / Effect | Level 4 | ATK: 500 DEF: 500 |
Pendulum Scale: |
When this card is Normal Summoned: You can add 1 Level 4 EARTH
Machine-Type monster from your Deck to your hand, except "Geargiauger",
also you cannot declare attacks, nor Special Summon monsters
except Machine-Type monsters, for the rest of this turn. (Ultra Rare) |
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Rating: 2 out of 5 ROTA for Machine Decks, but only when Normal Summoned and you're quite limited for moves afterwards. |
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Geargia
Rampage
(SDGR-EN002) Geargiattacker |
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EARTH | Machine / Effect | Level 4 | ATK: 1900 DEF: 100 |
Pendulum Scale: |
Once per turn: You can change this card to face-down Defense
Position. When this card is flipped face-up: You can destroy any
number of Spell/Trap Cards on the field, up to the number of
other "Geargia" monsters you control. (Super Rare) |
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Rating: 3 out of 5 Solid ATK and low Level make it ideal for a lot of Decks. |
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Geargia
Rampage
(SDGR-EN001) Geargiano Mk-III |
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EARTH | Machine / Effect | Level 3 | ATK: 1000 DEF: 1000 |
Pendulum Scale: |
When this card is Special Summoned by the effect of a "Geargia"
card: You can Special Summon 1 "Geargia" monster from your hand
or Graveyard in Defense Position, except "Geargiano Mk-III", but
its effects are negated. You can only use this effect of "Geargiano
Mk-III" once per turn. You cannot Special Summon monsters the
turn you activate this effect, except "Geargia" monsters. (Super Rare) |
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Rating: 1 out of 5 Mk-II wasn't ideal, and what we have here doesn't seem to improve anything. |