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Chaos Impact (CHIM-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Chaos_Impact_(TCG-EN-1E)
                               Rating: 2 | CHIM-EN099 | Link Monster
Draco Masters of the Tenyi
LIGHT | Wyrm-Type Link | ATK 2600 | Link-3
Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right
2+ monsters, including a Link Monster
Cannot be destroyed by battle with an Effect Monster. If you control no other Effect Monsters: You can destroy Effect Monsters your opponent controls, up to the number of non-Effect Monsters you control and/or in your GY. You can only use this effect of "Draco Masters of the Tenyi" once per turn.
(Ultra Rare)


Too bad I can't just use 3 Effect Monsters or something because the effect isn't all that bad.
 
                               Rating: 1 | CHIM-EN098 | Link Monster
Striker Dragon
DARK | Dragon-Type Link | ATK 1000 | Link-1
Active Link Arrow(s): Left
1 Level 4 or lower Dragon monster
If this card is Link Summoned: You can add 1 "Boot Sector Launch" from your Deck to your hand. You can target 1 face-up monster you control and 1 "Rokket" monster in your GY; destroy that monster on the field, and if you do, add that other monster from the GY to your hand. You can only use each effect of "Striker Dragon" once per turn.
(Ultra Rare)


It's limited to the Deck that destroys its own monsters and it has little ATK to boot.
 
                               Rating: 1 | CHIM-EN097 | Trap Card
Dances with Beasts
Normal Trap
When an opponent's monster declares a direct attack, while the combined ATK of all face-up monsters they control is 8000 or higher: Special Summon 3 monsters with different original names in Attack Position, 1 each from your hand, Deck, and GY. You can only activate 1 "Dances with Beasts" per turn.
(Common)


More like Dances with Defeat because using this means staring down 8K or more ATK just for 3 monsters that may not survive.
 
                               Rating: 2 | CHIM-EN096 | Trap; Card
Bye Bye Damage
Normal Trap
During damage calculation, if your monster is attacked: Your battling monster cannot be destroyed by that battle, also if you take battle damage from that battle, your opponent takes effect damage equal to double that amount. You can only apply this effect of "Bye Bye Damage" once per turn.
(Common)


While less versatile than Waboku and only cuts the damage in half, it also deals twice the amount you take to your opponent.
 
                               Rating: 2 | CHIM-EN095 | Effect Monster
Astra Ghouls
EARTH | Zombie | Level 5 | ATK 0 | DEF 2000
When this card is Normal Summoned: You can target 1 Level 4 or lower monster in your GY; Special Summon it in Defense Position, but its effects are negated, also banish it during the End Phase. Once per turn: You can roll a six-sided die, and the face-up monsters you currently control become the Level equal to the result, until the end of this turn.
(Common)


Its 1st effect is pretty bad as are its ATK and DEF for its Level but the 2nd may help out with the higher Ranked Xyz Monsters.
 
                               Rating: 2 | CHIM-EN094 | Spell Card
Action Magic - Double Banking
Quick-Play Spell
Discard 1 card; this turn, if a monster you currently control destroys an opponent's monster by battle, it can make a second attack in a row. During your Main Phase, if this card is in your GY, except the turn this card was sent to the GY: You can discard 1 Spell; Set this card.
(Common)


It's reusable and a Quick-Play Spell unlike Double Attack but recycling it costs you a Spell Card.
 
                               Rating: 2 | CHIM-EN093 | Spell Card
Action Magic - Full Turn
Quick-Play Spell
This turn, double any battle damage that a player takes from battles involving 2 monsters. During your Main Phase, if this card is in your GY, except the turn this card was sent to the GY: You can discard 1 Spell; Set this card.
(Common)


If it goes your way, then this is pretty good but otherwise, it's probably going to be part of your downfall.
 
                               Rating: 2 | CHIM-EN092 | Link Monster
Overburst Dragon
DARK | Dragon-Type Link | ATK 1800 | Link-2
Active Link Arrow(s): Left and Right
2 "Rokket" monsters
You can target 1 other Link Monster you control; Special Summon 1 "Rokket" monster from your hand to your zone that target points to, but the monster Summoned by this effect cannot be used as Link Material, also destroy it during the End Phase. You can only use this effect of "Overburst Dragon" once per turn. When this card is destroyed by battle and sent to the GY: You can target 1 "Rokket" monster in your GY; add it to your hand.
(Rare)


It could've been Secret Rare but is thankfully only a Rare because it's marginally good at best.
 
                               Rating: 1 | CHIM-EN091 | Trap Card
Dream Mirror Oneiromancy
Counter Trap
Activate 1 of these effects.
● When your opponent activates a Spell/Trap Card while a "Dream Mirror of Joy" is in a Field Zone: Negate the activation, and if you do, destroy that card.
● When your opponent would Special Summon monster(s) while a "Dream Mirror of Terror" is in a Field Zone: Negate the Summon, and if you do, destroy that monster.
You can only activate 1 "Dream Mirror Oneiromancy" per turn.
(Rare)


We have better options for both bulleted effects and neither of them require a crappy Field Spell.
 
                               Rating: 1 | CHIM-EN090 | Trap Card
Dream Mirror Hypnagogia
Normal Trap
Choose 1 "Dream Mirror of Joy" and 1 "Dream Mirror of Terror" from your hand and/or Deck, and place 1 in your Field Zone and the other in your opponent's Field Zone, face-up. You can only activate 1 "Dream Mirror Hypnagogia" per turn.
(Super Rare)


Even if the Dream Mirror cards were good, Terraforming can already get the Field Spells of this Deck and others too.
 
                               Rating: 1 | CHIM-EN089 | Spell Card
Dream Mirror of Chaos
Quick-Play Spell
Fusion Summon 1 "Dream Mirror" Fusion Monster from your Extra Deck, using monsters you control as Fusion Material. If "Dream Mirror of Joy" is in a Field Zone, you can also use monsters in your hand as Fusion Material. If "Dream Mirror of Terror" is in a Field Zone, you can also banish monsters from your GY as Fusion Material. You can only activate 1 "Dream Mirror of Chaos" per turn.
(Common)


Oh for pete's sake. How many Decks need their own Polymerization? Plus they all suck by comparison to Poly.
 
                               Rating: 1 | CHIM-EN088 | Spell Card
Dream Mirror Phantasms
Continuous Spell
When this card is activated: You can add 1 "Dream Mirror" monster from your Deck to your hand. If "Dream Mirror of Joy" is in a Field Zone, all monsters you control gain 500 ATK/DEF. If "Dream Mirror of Terror" is in a Field Zone, all monsters your opponent controls lose 500 ATK/DEF. You can only activate 1 "Dream Mirror Phantasms" per turn.
(Super Rare)


Dream Mirrors suck apart from Phantasos and that includes the support.
 
                               Rating: 1 | CHIM-EN087 | Fusion Monster
Oneiros, the Dream Mirror Erlking
LIGHT | Fairy-Type Fusion | Level 10 | ATK 3000 | DEF 3000
2 "Dream Mirror" monsters with different Attributes
While face-up on the field, this card is also DARK-Attribute. You can only use each of the following effects of "Oneiros, the Dream Mirror Erlking" once per turn.
● If another monster you control is Tributed (except during the Damage Step): You can target 1 card on the field; destroy it.
● If this card in its owner's possession is destroyed by an opponent's card: You can Special Summon 1 "Dream Mirror" monster from your GY, except "Oneiros, the Dream Mirror Erlking".
(Super Rare)


The effects are pretty bad for a Level 10 Fusion Monster with such low ATK and DEF for that Level.
 
                               Rating: 3 | CHIM-EN086 | Effect Monster
Phantasos, the Dream Mirror Foe
DARK | Beast-Warrior | Level 4 | ATK 1900 | DEF 900
If this card is Special Summoned by the effect of a "Dream Mirror" monster: This card can attack directly this turn. During the Main or Battle Phase, if "Dream Mirror of Joy" is in a Field Zone (Quick Effect): You can Tribute this card; Special Summon 1 "Phantasos, the Dream Mirror Friend" from your Deck. You can only use each effect of "Phantasos, the Dream Mirror Foe" once per turn.
(Super Rare)


The effects are useless but you still have a Beatstick to make use of.
 
                               Rating: 2 | CHIM-EN085 | Effect Monster
Phantasos, the Dream Mirror Friend
LIGHT | Beast-Warrior | Level 4 | ATK 900 | DEF 1900
If this card is Special Summoned by the effect of a "Dream Mirror" monster: You can target 1 Level 8 or lower "Dream Mirror" monster in your GY, except "Phantasos, the Dream Mirror Friend"; Special Summon it in Defense Position. During the Main or Battle Phase, if "Dream Mirror of Terror" is in a Field Zone (Quick Effect): You can Tribute this card; Special Summon 1 "Phantasos, the Dream Mirror Foe" from your Deck. You can only use each effect of "Phantasos, the Dream Mirror Friend" once per turn.
(Super Rare)


Since Dream Mirrors prove that even in a fantasy land they're no good, this card isn't really either and only has 1900 DEF.
 
                               Rating: 1 | CHIM-EN084 | Trap Card
Brutal Beast Battle
Normal Trap
If a player controls 2 or more monsters of the same card type (Ritual, Fusion, Synchro, Xyz, or Link), they must send some to the GY so they control no more than 1 monster of that card type. Then, each player that sent a monster to the GY for this effect draws cards equal to the number of different card types (Ritual, Fusion, Synchro, Xyz, or Link) they control. You can only activate 1 "Brutal Beast Battle" per turn.
(Rare)


Not only are the activation requirements really strict but then it benefits the player with more cards equal to that same strict requirement.
 
                               Rating: 1 | CHIM-EN083 | Spell Card
Tyrant Farm
Normal Spell
Tribute 1 Effect Monster; Special Summon 1 non-Effect Monster with the same original Type/Attribute from your GY. You can only activate 1 "Tyrant Farm" per turn.
(Common)


Or just use Monster Reborn/Call of the Haunted so you aren't restrained on what you can revive.
 
                               Rating: 1 | CHIM-EN082 | Synchro Monster
Desert Locusts
EARTH | Insect, Synchro and Tuner | Level 6 | ATK 1500 | DEF 2400
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: The turn player discards 1 card. You can only use this effect of "Desert Locusts" once per turn. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.
(Common)


Unwritten support for a Deck no one uses anymore (Dark World) and the other effect isn't worth bringing this out either.
 
                               Rating: 2 | CHIM-EN081 | Effect Monster
Primineral Mandstrong
EARTHH| Rock || Level 8| ATK 2000 | DEF 3000
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During the End Phase, if this card is in the GY because it was destroyed by an opponent's card effect this turn while it was Set on your field: You can Special Summon this card, then you can add 1 monster from your GY to your hand, except "Primineral Mandstrong". You can only use this effect of "Primineral Mandstrong" once per turn..
(Common))


It's useless as a regular Monster Card and just as useless Set as a completely obvious Spell Card.
 
                               Rating: 1 | CHIM-EN080 | Trap Card
Boompoline!!
Continuous Trap
Activate this card by choosing 1 unused Monster Zone. If an Effect Monster is Special Summoned to that zone: Return both the monster in that zone and this card to the hand.
(Common)


It doesn't get rid of the monster, it undoes everything you did to counter the monster that hit the field.
 
                               Rating: 2 | CHIM-EN079 | Trap Card
Soul Levy
Continuous Trap
You can only control 1 "Soul Levy". Each time your opponent Special Summons a monster(s), send the top 3 cards of your opponent's Deck to the GY.
(Common)


Lightsworn Decks won't want to lose so many cards as they risk Decking out but this won't do much good elsewhere.
 
                               Rating: 2 | CHIM-EN078 | Trap Card
Jelly Cannon
Normal Trap
When a monster declares an attack: Target 1 monster on the field; shuffle it into the Deck.
(Rare)


It's a temporary delay but it can get around cards that benefit from being destroyed.
 
                               Rating: 1 | CHIM-EN077 | Trap Card
Peaceful Burial
Normal Trap
Send 1 monster from your Deck to the GY, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name the sent monster had in the GY. You can only activate 1 "Peaceful Burial" per turn.
(Super Rare)


A much worse version of Foolish Burial and at a higher rarity. What's to like about it? Nothing.
 
                               Rating: 1 | CHIM-EN076 | Trap Card
Crusher Run
Continuous Trap
If a face-up EARTH Machine monster(s) you control is destroyed by battle or card effect: You can target 1 card on the field; destroy it. You can banish this card from your GY; Set 1 "Outrigger Extension" or "Spin Turn" from your Deck or GY. You can only use each effect of "Crusher Run" once per turn.
(Common)


That looks like a pretty potent tank in the artwork but the effect doesn't have the same merit. It's far far less potent.
 
                               Rating: 1 | CHIM-EN075 | Trap Card
World Reassembly
Normal Trap
Special Summon 1 "World Legacy" monster from your hand or Deck, but destroy it during the End Phase of the next turn. You can only activate 1 "World Reassembly" per turn.
(Common)


The legacy of World Legacy cards is they're garbage and are only successful due to lack of better compeition.
 
                               Rating: 1 | CHIM-EN074 | Trap Card
Blessed Winds
Continuous Trap
You can activate 1 of the following effects.
● Send 1 Plant monster from your hand or face-up field to the GY; gain 500 LP.
● Target 1 Plant monster in your GY; shuffle it into the Deck, then gain 500 LP.
● Pay 1000 LP; Special Summon 1 "Aroma" monster from your GY.
You can only use this effect of "Blessed Winds" once per turn.
(Rare)


More like Cursed Winds because you get nothing beneficial out of it that you can't get with other cards.
 
                               Rating: 1 | CHIM-EN073 | Trap Card
Tachyon Spiral Galaxy
Normal Trap
Target 1 Dragon "Galaxy" monster you control; until the end of this turn, it cannot be destroyed by battle, also it is unaffected by other card effects, except its own. You can only activate 1 "Tachyon Spiral Galaxy" per turn. If you control a "Galaxy-Eyes Tachyon Dragon" monster, you can activate this card from your hand.
(Common)


Aren't support cards supposed to actually support the card they're bringing up? This card has certainly missed the mark.
 
                               Rating: 1 | CHIM-EN072 | Trap Card
Gladiator Naumchia
Continuous Trap
While you control a "Gladiator Beast" monster, all monsters your opponent controls must attack, if able. Once per turn: You can shuffle 1 "Gladiator Beast" monster from your hand or GY into the Main Deck, then target 1 "Gladiator Beast" monster you control; it gains ATK equal to its original DEF until the end of this turn (even if this card leaves the field). If this card in the Spell & Trap Zone is destroyed by card effect: You can activate this effect; this turn, "Gladiator Beast" monsters you control cannot be destroyed by battle.
(Common)


Ladies and gentlemen. We regret to inform you that it's Battle Mania but with more vulnerabilities and restraints.
 
                               Rating: 2 | CHIM-EN071 | Trap Card
Gladiator Beast Charge
Normal Trap
Target face-up cards on the field, up to the number of "Gladiator Beast" monsters you control with different names; destroy them.
(Rare)


You don't lose any Gladiator Beasts but this is a slower version of R - Righteous Justice.
 
                               Rating: 1 | CHIM-EN70 | Trap Card
Abomitable Chamber of the Unchained
Normal Trap
Special Summon 1 "Unchained" monster from your hand or GY. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Abominable Chamber of the Unchained" once per turn.
(Common)


At least Unchained proved it's not entirely just some really bad Deck strategy but it's still not a good strategy either.
 
                               Rating: 2 | CHIM-EN069 | Trap Card
Escape of the Unchained
Normal Trap
Target 1 "Unchained" monster you control and 1 card on the field; destroy both. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Escape of the Unchained" once per turn.
(Common)


Scrap Dragon could do the first effect each turn but the other effect isn't bad.
 
                               Rating: 1 | CHIM-EN068 | Trap Card
Marincess Cascade
Normal Trap
Banish any number of "Marincess" Link Monsters you control (until your next Standby Phase), then target 1 face-up monster on the field; it gains ATK equal to the total Link Rating of the monsters banished to activate this card x 300, until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
(Common)


Here's a great way to put yourself in hot water. Take out your resources for a temporary advantage.
 
                              Rating: 1 | CHIM-EN067 | Trap Card
Marincess Snow
Normal Trap
If a "Marincess" Link Monster(s) you control is destroyed by battle or card effect: Target 1 of those monsters; Special Summon 1 "Marincess" Link Monster from your Extra Deck with a lower Link Rating than that monster. (This is treated as a Link Summon.) It is unaffected by your opponent's card effects while you control it. You can only activate 1 "Marincess Snow" per turn.
(Common)


It's easy to activate but Marincess Link Monsters suck outright so this card does too.
 
                               Rating: 1 | CHIM-EN066 | Spell Card
Old Mind
Normal Spell
Look at 1 random card in your opponent's hand, then apply 1 of the following effects.
● Discard both that opponent's card and 1 card from your hand of the same type (Monster, Spell, or Trap), then add this card from the field to your opponent's hand, and if you do, draw 1 card.
● Lose 1000 LP.
You can only activate 1 "Old Mind" per turn.
(Common)


They say the mind is the first thing to go and when you're old, you make bad decisions. This is one of those bad decisions.
 
                               Rating: 1 | CHIM-EN065 | Spell Card
Spiritual Entanglement
Normal Spell
Target 1 face-up monster your opponent controls; banish it until the End Phase. You can only activate 1 "Spiritual Entanglement" per turn.
(Rare)


This is just a one turn removal of an opponent's monster. I'd rather waste a card in my hand to get rid of the monster for good.
 
                               Rating: 1 | CHIM-EN064 | Spell Card
Cauldron of the Old Man
Continuous Spell
When this card is activated: Place 1 counter on it. Once per turn, during your Standby Phase: Place 1 counter on this card. Once per turn: You can activate 1 of these effects;
● Gain 500 LP for each counter on this card.
● Inflict 300 damage to your opponent for each counter on this card.
(Common)


It'll be destroyed before you can gain any advantage. The original gives nearly 3 times as much LP.
 
                               Rating: 1 | CHIM-EN063 | Spell Card
Bownty
Quick-Play Spell
If your attacking monster destroys an opponent's monster by battle: Target 1 card in your GY; add it to your hand, but for the rest of this turn you cannot activate cards, or the effects of cards, with the same name as the added card had once it was in your hand. You can only activate 1 "Bownty" per turn.
(Ultra Rare)


Might as well shuffle it into the Deck if you can't use it right away. What a waste of a card.
 
                               Rating: 1 | CHIM-EN062 | Spell Card
Evil Eye of Gorgoneio
Equip Spell
Equip only to an "Evil Eye" monster. You can only activate 1 "Evil Eye of Gorgoneio" per turn. This card's name becomes "Evil Eye of Selene" while in the Spell & Trap Zone. While your LP are lower than your opponent's, the equipped monster gains ATK equal to the difference. You can banish this card from your GY and discard 1 "Evil Eye" card; add 1 "Evil Eye" Spell/Trap from your Deck to your hand, except "Evil Eye of Gorgoneio". You can only use this effect of "Evil Eye of Gorgoneio" once per turn.
(Super Rare)


It can only copy a mediocre support card and you need to have less LP than your opponent to go further with the effect.
 
                               Rating: 1 | CHIM-EN061 | Spell Card
The World Legacy
Continuous Spell
You can only control 1 "The World Legacy". Each time a face-up Level 5 or higher monster(s) is sent from the field to the GY, place 1 counter on this card for each sent card (max. 7). You can send this card with 7 counters to the GY; Special Summon 1 Cyberse Link Monster from your Extra Deck.
(Common)


So at least 7 Level 5+ monsters have to be lost for you to do anything with this. Too slow and that means no advantage.
 
                               Rating: 2 | CHIM-EN060 | Spell Card
Wattrain
Normal Spell
Add "Watt" cards with different names from your Deck to your hand, except "Wattrain", up to the number of Thunder monsters you control with different names. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon as many "Watt" monsters as possible with different names from your hand. You can only use each effect of "Wattrain" once per turn.
(Common)


Watt Decks never really did anything so I don't think this'll bring them back anytime soon but it's not bad support regardless.
 
                               Rating: 1 | CHIM-EN059 | Spell Card
Aroma Gardening
Continuous Spell
If you Normal or Special Summon an "Aroma" monster(s) (except during the Damage Step): You can gain 1000 LP. When an opponent's monster declares an attack, while your LP are lower than your opponent's: You can Special Summon 1 "Aroma" monster from your Deck. You can only use each effect of "Aroma Gardening" once per turn.
(Common)


I've already seen that Aroma cards suck when generic LP gain cards already exist and do so much more.
 
                               Rating: 2 | CHIM-EN058 | Spell Card
Gladiator Rejection
Continuous Spell
Your opponent cannot target "Gladiator Beast" monsters you control with card effects, except during the Battle Phase. If a "Gladiator Beast" monster(s) is Special Summoned from your Main Deck (except during the Damage Step): You can Special Summon 1 "Gladiator Beast" monster from your Deck with a different Type from the monsters you control, in Defense Position. You can only use this effect of "Gladiator Rejection" once per turn.
(Ultra Rare)


Gladiator Beasts are pretty weak on their own but it only stops effects that target, which means everything else is fair game.
 
                               Rating: 1 | CHIM-EN057 | Spell Card
Gladiator Beast United
Quick-Play Spell
During the Battle Phase: Shuffle into the Deck, from your hand, field, or GY, the Fusion Materials that are listed on a "Gladiator Beast" Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. You can only activate 1 "Gladiator Beast United" per turn. You cannot declare attacks the turn you activate this card, except with "Gladiator Beast" monsters.
(Rare)


Gladiator Beast Decks already bring out their Fusions without any Fusion Summoning Spell Card. They don't need this.
 
                               Rating: 1 | CHIM-EN056 | Spell Card
Gladiator Beast's Comeback
Normal Spell
Special Summon 1 "Gladiator Beast" monster from your hand or GY, with a different Type from the monsters you control. It cannot be destroyed by battle.
(Common)


Far too late for support like this when the Archetype has been dead for years.
 
                               Rating: 2 | CHIM-EN055 | Spell Card
Wailing of the Unchained Souls
Continuous Spell
If you Link Summon an "Unchained" Link Monster: You can target 1 card on the field; destroy it. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Wailing of the Unchained Souls" once per turn.
(Ultra Rare)


Don't bother with the first effect and just Set it as bait. That's about as good as this gets.
 
                               Rating: 1 | CHIM-EN054 | Spell Card
Abomination's Prison
Normal Spell
Add 1 "Unchained" card from your Deck to your hand. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Abomination's Prison" once per turn.
(Secret Rare)


It can grab any member of the Archetype or bring it out outright but still isn't very good.
 
                               Rating: 1 | CHIM-EN053 | Spell Card
Marincerss Battle Ocean
Field Spell
All "Marincess" monsters you control gain 200 ATK, also each one gains 600 ATK for each "Marincess" card equipped to it. Monsters you control in the Extra Monster Zone that were Link Summoned using "Marincess Crystal Heart" as material are unaffected by your opponent's card effects. When you Link Summon a "Marincess" monster to the Extra Monster Zone (except during the Damage Step): You can equip up to 3 "Marincess" Link Monsters with different names from your GY to that Link Summoned monster.
(Common)


Marincess Decks have nothing in their arsenal that equips so this has no value at all.
 
                               Rating: 1 | CHIM-EN052 | Spell Card
Salamangreat Transcendence
Quick-Play Spell
Target 1 "Salamangreat" Link Monster you control; Special Summon 1 "Salamangreat" Link Monster with the same name from your Extra Deck, using that monster you control as the entire material. (This is treated as a Link Summon.) You can only activate 1 "Salamangreat Transcendence" per turn.
(Rare)


Using this to unlock the bonus effect of Salamangreat Links is terrible. It's a huge waste of time.
 
                               Rating: 1 | CHIM-EN051 | Spell Card
Salamangreat Burning Shell
Quick-Play Spell
Special Summon 1 "Salamangreat" monster from your hand, but negate its effects, then, immediately after this effect resolves, Link Summon 1 "Salamangreat" Link Monster using materials you control, including the Summoned monster. This turn, that Link Summoned monster cannot attack or activate its effects. During your Main Phase: You can banish this card from your GY, then target 1 "Salamangreat" Link Monster in your GY; return it to the Extra Deck. You can only activate 1 "Salamangreat Burning Shell" per turn.
(Common)


It's been cooking so long the shell is overcooked. Sure explains why the effect is so bad.
 
                               Rating: 1 | CHIM-EN050 | Link Monster
Seraphim Papillion
WIND | Insect-Type Link | ATK 2100 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
2+ monsters with different names
Gains 200 ATK for each counter on it. You can only use 1 of the following effects of "Seraphim Papillion" per turn, and only once that turn.
● If this card is Link Summoned: Place 1 counter on this card for each Insect monster used as its Link Material.
● (Quick Effect): You can remove 1 counter from this card; Special Summon 1 Level 4 or lower Insect monster from your GY in Defense Position.
(Common)


For a Link-3 monster, I shouldn't have to do anything to get the monster out at least and the other bullet should be less specific.
 
                               Rating: 1 | CHIM-EN049 | Link Monster
I:P Masquerena
DARK | Cyberse-Type Link | ATK 800 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 non-Link Monsters
During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.
(Ultra Rare) & (Alternate Rare)


She's trying to be cheeky but her offense is so small that she probably can't get past even poorly protected computers.
 
                               Rating: 1 | CHIM-EN048 | Link Monster
Gorgon, Empress of the Evil Eyed
DARK | Fiend-Type Link | ATK 1900 | Link-2
Active Link Arrow(s): Top and Bottom
2 monsters including an "Evil Eye" monster
Gains 100 ATK for each "Evil Eye" card with different names in your GY. If this card is equipped with "Evil Eye of Selene" (Quick Effect): You can target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. You can only use this effect of "Gorgon, Empress of the Evil Eyed" once per turn. Once per turn, during the next Standby Phase after this effect was activated: Destroy 1 monster this card points to.
(Super Rare) & (Alternate Rare)


These guys sure like that Equip Spell but none of the effects are anything worry about.
 
                               Rating: 2 | CHIM-EN047 | Link Monster
Galaxy Satellite Dragon
DARK | Dragon-Type Link | ATK 2000 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Dragon monsters
During the Battle Phase (Quick Effect): You can banish this card from your field or GY, then target 1 "Number" Xyz Monster you control whose original Attribute/Type are LIGHT/Dragon; until the end of the Battle Phase, its ATK becomes equal to the value of the "Number" in its name x 100, also any battle damage your opponent takes is halved. During your opponent's End Phase: You can choose 1 card from your Deck and place it on top of your Deck. You can only use each effect of "Galaxy Satellite Dragon" once per turn.
(Super Rare)


It's VERY specific but for the select few it works with, it can make that monster quite strong but halves the damage either way.
 
                               Rating: 1 | CHIM-EN046 | Link Monster
Test Panther
EARTH | Beast-Type Link | ATK 800 | Link-2
Active Link Arrow(s): Bottom and Bottom-Left
2 monsters including a "Gladiator Beast" monster
If this card is Link Summoned: You can add 1 "Gladiator Beast" card from your Deck to your hand. You can target 1 "Gladiator Beast" monster you control; shuffle that "Gladiator Beast" monster into the Deck, and if you do, Special Summon 1 "Gladiator Beast" monster with a different original name from your Deck. (This is treated as a Special Summon by a "Gladiator Beast" monster's effect.) You can only use each effect of "Test Panther" once per turn.
(Ultra Rare)


It's too weak to justify any reason behind either its rarity or uses because they're both going to be bad no matter how you slice it.
 
                               Rating: 1 | CHIM-EN045 | Link Monster
Unchained Abomination
DARK | Fiend-Type Link | ATK 3000 | Link-4
Active Link Arrow(s): Top, Bottom, Bottom-Left and Bottom-Right
2+ monsters including a Link Monster
If a card(s) on the field is destroyed by card effect, except by "Unchained Abomination" (except during the Damage Step): You can target 1 card on the field; destroy it. When another monster is destroyed by battle: You can target 1 card on the field; destroy it. During the End Phase: You can target 1 card on the field; destroy it. You can only use each effect of "Unchained Abomination" once per turn.
(Ultra Rare)


So destroying 1 card in almost any instance of a card being destroyed is enough to make this card Ultra Rare? I don't think so and neither is being a Link-4 monster with 3000 ATK. Everything it has says Common to me.
 
                               Rating: 2 | CHIM-EN044 | Link Monster
Unchained Soul of Anguish
DARK | Fiend-Type Link | ATK 2400 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
2+ monsters including an "Unchained Soul" monster
You can target 1 face-up monster your opponent controls; immediately after this effect resolves, Link Summon 1 DARK Link Monster, except "Unchained Soul of Anguish", by using only that opponent's monster and this card you control as material. If this card on the field is destroyed by battle or card effect: You can target 1 Fiend monster in your GY, except "Unchained Soul of Anguish"; add it to your hand. You can only use each effect of "Unchained Soul of Anguish" once per turn.
(Secret Rare)


They're not really getting much better as they continue to add more Link Materials. All I'm seeing is basically the same effects for more and more effort.
 
                               Rating: 2 | CHIM-EN043 | Link Monster
Unchained Soul of Rage
DARK | Fiend-Type Link | ATK 1800 | Link-2
Active Link Arrow(s): Top and Bottom
2 monsters including an "Unchained Soul" monster
During your opponent's Main Phase (Quick Effect): You can target 1 face-up Special Summoned monster your opponent controls; immediately after this effect resolves, Link Summon 1 DARK Link Monster, except "Unchained Soul of Rage", by using only that opponent's monster and this card you control as material. If this card on the field is destroyed by battle or card effect: You can target 1 Fiend monster in your GY, except "Unchained Soul of Rage"; add it to your hand. You can only use each effect of "Unchained Soul of Rage" once per turn.
(Secret Rare)


I suppose being able to use opponent's monsters as Link Material isn't bad but that doesn't mean this card should be among the highest rarities we have. It's also not very strong for a Link-2.
 
                               Rating: 1 | CHIM-EN042 | Link Monster
Marincess Sea Angel
WATER | Cyberse-Type Link | ATK 1000 | Link-1
Active Link Arrow(s): Left
1 Level 4 or lower "Marincess" monster
If this card is Link Summoned: You can add 1 "Marincess" Spell from your Deck to your hand. You can only Link Summon "Marincess Sea Angel" once per turn.
(Common)


When you have only 1000 ATK, you'd better have good support, generic but Marincess' don't have any so she's out of luck for survival.
 
                               Rating: 1 | CHIM-EN041 | Link Monster
Marincess Wonder Heart
WATER | Cyberse-Type Link | ATK 2400 | Link-4
Active Link Arrow(s): Left, Right, Bottom-Left and Bottom-Right
2+ WATER monsters
Once per battle, during damage calculation, if this card battles a monster (Quick Effect): You can Special Summon 1 of your "Marincess" Monster Cards equipped to this card, also this card cannot be destroyed by that battle, and you take no battle damage from that battle. Equip that Special Summoned monster to this card during the End Phase. If this card in its owner's possession is destroyed by an opponent's card: You can Special Summon 1 Link-3 or lower "Marincess" monster from your GY.
(Common)


So out of nowhere, there's a need to have a member equipped to her and without an effect to allow it? That's ignoring the fact that this is a Link-4 Link Monster. At least it's in the most appropriate rarity.
 
                               Rating: 1 | CHIM-EN040 | Link Monster
Marincess Crystal Heart
WATER | Cyberse-Type Link | ATK 0 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 WATER monsters
Unaffected by your opponent's monster effects while this card is in the Extra Monster Zone. During the Damage Step, if this card battles an opponent's monster, that opponent's monster is unaffected by card effects, except its own. When this card, or your "Marincess" Link Monster this card points to, is targeted for an attack: You can send 1 "Marincess" monster from your hand to the GY; for that battle, your monster cannot be destroyed by battle and you take no battle damage.
(Super Rare)


A big goose egg for ATK points and relying entirely on battling other monsters doesn't make for a good foil card, especially since the first effect benefits the other monster.
 
                               Rating: 1 | CHIM-EN039 | Link Monster
Salamangreat Pyro Phoenix
FIRE | Cyberse-Type Link | ATK 2800 | Link-4
Active Link Arrow(s): Top, Bottom, Left and Right
2+ FIRE Effect Monsters
If this card is Link Summoned using "Salamangreat Pyro Phoenix" as material: You can destroy all cards your opponent controls. You can only use each of the following effects of "Salamangreat Pyro Phoenix" once per turn.
● You can target 1 Link Monster in your opponent's GY; Special Summon it to your opponent's field.
● If a Link Monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 of those monsters; inflict damage to your opponent equal to that monster's original ATK.
(Secret Rare) & (Alternate Rare)


This business of Link Summoning with the same Link Monster is an awful concept and this one relies on it entirely.
 
                               Rating: 1 | CHIM-EN038 | Link Monster
Protocol Gardna
DARK | Cyberse-Type Link | ATK 1000 | Link-2
Active Link Arrow(s): Left and Right
2 Cyberse monsters
Your opponent's monsters cannot target monsters this card points to for attacks. The first time this card would be destroyed by battle each turn, it is not destroyed, and you take no battle damage from that battle.
(Common)


This is bad protocol because it's weak and has little protection from attacks, which renders its effect useless.
 
                               Rating: 2 | CHIM-EN037 | Link Monster
Firewall Dragon Darkfluid
DARK | Cyberse-Type Link | ATK 3000 | Link-5
Active Link Arrow(s): Top, Left, Right, Bottom-Left and Bottom-Right
3+ Effect Monsters
If this card is Link Summoned: You can place counters on this card equal to the number of different types of Cyberse monsters in your GY (Ritual, Fusion, Synchro, Xyz). This card gains 2500 ATK for each counter on it during the Battle Phase only. When your opponent activates a monster effect (Quick Effect): You can remove 1 counter from this card; negate the activation, also, if this effect was activated between this card's attack declaration and the end of the Damage Step, this card can make another attack in a row.
(Secret Rare)


It can gain lots of ATK but is relient on Extra Deck Cyberse mnonsters in your Graveyard and gets weaker with the other effect.
 
                               Rating: 2 | CHIM-EN036 | Xyz Monster
Gallant Granite
DARK | Rock-Type Xyz | Rank 4 | ATK 2300 | DEF 1800
2 Level 4 monsters
You can detach 1 material from this card, then activate 1 of these effects;
● Add 1 Rock monster from your Deck to your hand.
● Special Summon 1 Rock monster from your hand in face-down Defense Position.
You can only use this effect of "Gallant Granite" once per turn.
(Ultra Rare)


It's okay for Rock Decks but not much else.
 
                               Rating: 3 | CHIM-EN035 | Synchro Monster
Draco Berserker of the Tenyi
DARK | Wyrm-Type Synchro | Level 8 | ATK 3000 | DEF 0
1 Tuner + 1+ non-Tuner monsters
When your opponent activates a monster's effect (Quick Effect): You can banish it. If this attacking card destroys an Effect Monster by battle and sends it to the GY: This card gains ATK equal to the destroyed monster's original ATK, also it can make a second attack on a monster during this Battle Phase. You can only use each effect of "Draco Berserker of the Tenyi" once per turn.
(Ultra Rare)


I could've seen this being a rarity higher with eveything it has to offer but the first effect only applies 1/3 of the time.
 
                               Rating: 2 | CHIM-EN034 | Synchro Monster
Aromaseraphy Sweet Marjoram
LIGHT | Plant-Type Synchro | Level 6 | ATK 2200 | DEF 2000
1 Tuner + 1+ non-Tuner monsters
While your LP are higher than your opponent's, your opponent cannot target Plant monsters you control with card effects. You can only use each of the following effects of "Aromaseraphy Sweet Marjoram" once per turn.
● If this card is Synchro Summoned: You can add 1 "Humid Winds", "Dried Winds", or "Blessed Winds" from your Deck to your hand.
● If you gain LP: Target 1 card your opponent controls; destroy it.
(Super Rare)


It's pretty much useless outside a generic LP Gain Deck as even Aroma Decks can't gain that much LP per turn).
 
                               Rating: 2 | CHIM-EN033 | Fusion Monster
Gladiator Beast Domitianus
DARK | Sea Serpent-Type Fusion | Level 10 | ATK 3500 | DEF 1200
"Gladiator Beast Vespasius" + 2 "Gladiator Beast" monsters
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Once per turn, when your opponent activates a monster effect (Quick Effect): You can negate the activation, and if you do, destroy it. You choose the attack targets for your opponent's attacks. At the end of the Battle Phase, if this card battled: You can return this card to the Extra Deck; Special Summon 1 "Gladiator Beast" monster from your Deck.
(Super Rare)


It's a stronger but more-difficult-to-Summon version of Patrician of Darkness but Patrician of Darkness has better support.
 
                               Rating: 1 | CHIM-EN032 | Effect Monster
Bonze Alone
EARTH | Fairy | Level 1 | ATK 100 | DEF 100
Cannot be Normal or Special Summoned if you control a monster. You can Special Summon this card (from your hand) in Attack Position. If another monster(s) is Summoned to your field while you control this monster: Destroy this card.
(Common)


Cards like this have made me think about adding a 0/5 category. It's just that bad.
 
                               Rating: 1 | CHIM-EN031 | Effect Monster
Mimikuril
DARK | Fiend | Level 3 | ATK 0 | DEF 0
During your Main Phase: You can excavate the top card of your Deck, and if it is a monster, Special Summon it, and if you do, place this card on the bottom of the Deck. If it wasn't a monster, or couldn't be Special Summoned, place it on the bottom of the Deck. Place the monster Special Summoned by this effect on the bottom of the Deck during the End Phase. You can only use this effect of "Mimikuril" once per turn.
(Common)


The ATK and DEF spell out exactly how many viable uses it has, nothing.
 
                               Rating: 1 | CHIM-EN030 | Effect Monster
Bayonater, the Baneful Barrel
DARK | Zombie | Level 1 | ATK 500 | DEF 0
Once per turn: You can target 1 face-up monster your opponent controls; it loses 1000 ATK for each monster your opponent controls.
(Common)


It's too weak to even take advantage of its own work while Reptilianne Medusa can deal 2200 damage for a small price.
 
                               Rating: 2 | CHIM-EN029 | Effect Monster
Hop Ear Squadron
WIND | Beast-Type Tuner | Level 2 | ATK 300 | DEF 600
During your opponent's Main Phase (Quick Effect): You can target 1 face-up monster you control; Special Summon this card from your hand, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only this card you control and that target. You can only use this effect of "Hop Ear Squadron" once per turn.
(Rare)


There's no reason to use the effect since it restricts you on materials so just use it as a regular Tuner.
 
                               Rating: 1 | CHIM-EN028 | Effect Monster
D.D. Patrol Plane
DARK | Machine | Level 3 | ATK 1200 | DEF 800
During the End Phase, if this card is currently banished, and was banished this turn: You can banish 1 card from your hand, field, or GY, and if you do, Special Summon this card in Attack Position. You can only use this effect of "D.D. Patrol Plane" once per turn.
(Common)


Must be a relative of D.D. Scout Plane but there's overwhelming odds that the original will be favored over this.
 
                               Rating: 1 | CHIM-EN027 | Effect Monster
Luna the Dark Spirit
DARK | Fiend | Level 4 | ATK 1600 | DEF 1200
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 DARK monster from your GY. Once per turn, during your Standby Phase: Inflict 500 damage to your opponent.
(Common)


We should've stopped making these monsters ages ago. I thought we did until this one came out and it's no better.
 
                               Rating: 2 | CHIM-EN026 | Effect Monster
Brinegir
WATER | Sea Serpent | Level 7 | ATK 1000 | DEF 2600
If this card is Normal or Special Summoned: You can target 1 WATER monster in your GY; this card gains ATK equal to that monster's ATK until the end of this turn. If this card is sent to the GY: You can target 1 WATER monster you control; it gains 1000 ATK until the end of this turn. You can only use each effect of "Brinegir" once per turn.
(Common)


Both effects are pretty bad but you don't lose the WATER monster in the Graveyard at least.
 
                               Rating: 2 | CHIM-EN025 | Effect Monster
Prometeor, the Burning Star
FIRE | Machine | Level 8 | ATK 2800 | DEF 2000
When this attacking card destroys a monster in your opponent's Main Monster Zone: You can discard 1 card; this card can attack again in a row, also the zone that monster was in cannot be used until the end of the next turn.
(Common)


Being able to attack twice isn't that bad for the price it requires but it doesn't lock the Main Monster Zone for long.
 
                               Rating: 2 | CHIM-EN024 | Effect Monster
Primineral Kongreat
EARTH | Rock | Level 8 | ATK 3000 | DEF 2000
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If a monster is sent from your opponent's hand or Deck to the GY (except during the Damage Step): You can Special Summon this card from your hand in face-down Defense Position. If this card is flipped face-up: You can target up to 2 cards on the field; destroy them.
(Super Rare)


With 3000 ATK, just about any effect allows it to be Special Summoned but that summoning requirement still leaves it with 2/5.
 
                               Rating: 3 | CHIM-EN023 | Effect Monster
Gizmek Yata, the Gleaming Vanguard
LIGHT | Machine | Level 5 | ATK 2050 | DEF 2050
You can Special Summon this card (from your hand) by Tributing 1 Normal Summoned monster. You can only use each of the following effects of "Gizmek Yata, the Gleaming Vanguard" once per turn.
● During your Main Phase, if this card was Normal or Special Summoned this turn, you can: Immediately after this effect resolves, Normal Summon 1 monster. If you do, you cannot Special Summon monsters for the rest of this turn, except monsters with the same original Type as that monster.
● If this card Special Summoned by its own effect is Tributed: Gain 2050 LP.
(Super Rare)


It's pretty easy to bring out and has support in a wide variety of Decks. Plus, obtaining the just over 2K LP boost is pretty easy too.
 
                               Rating: 1 | CHIM-EN022 | Effect Monster
Infinitrack Brutal Dozer
EARTH | Machine | Level 5 | ATK 1900 | DEF 2100
You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. If this card is Special Summoned from the hand, you can: Special Summon 1 "Infinitrack" monster from your Deck in Defense Position, except "Infinitrack Brutal Dozer", but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except EARTH Machine monsters. You can only use each effect of "Infinitrack Brutal Dozer" once per turn.
(Common)


Infinitracks derailed themselves from the moment they arrived at the station.
 
                               Rating: 1 | CHIM-EN021 | Effect Monster
World Legacy - "World Key"
DARK | Machine | Level 1 | ATK 0 | DEF 0
You can discard 1 "World Legacy" card; 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.) At the start of the Damage Step, if this card battles an opponent's Link Monster: You can return that monster to the Extra Deck. You can only use each effect of "World Legacy - "World Key"" once per turn.
(Common)


Disregarding the lack of a key in the artwork, everything this card stands for is really bad.
 
                               Rating: 2 | CHIM-EN020 | Effect Monster
Evoltile Megachirella
FIRE | Reptile | Level 1 | ATK 0 | DEF 0
You can Tribute 1 Reptile monster, then discard 1 card; Special Summon 1 Level 6 or lower FIRE Dinosaur monster from your Deck. You can banish this card from your GY, then target 1 Dragon Xyz Monster you control with no material; attach up to 2 Reptile and/or Dinosaur monsters with different names from your hand and/or GY to that monster as material. You can only use each effect of "Evoltile Megachirella" once per turn.
(Common)


It's better off in the Grave so you can make use of the 2nd effect but even that isn't all that good.
 
                               Rating: 2 | CHIM-EN019 | Effect Monster
Tenyi Spirit - Ashuna
LIGHT | Wyrm | Level 7 | ATK 1600 | DEF 2600
If you control no Effect Monsters: You can Special Summon this card from your hand. If you control a face-up non-Effect Monster: You can banish this card from your hand or GY; Special Summon 1 "Tenyi" monster from your Deck, except "Tenyi Spirit - Ashuna", also you cannot Special Summon monsters for the rest of this turn, except Wyrm monsters. You can only use each effect of "Tenyi Spirit - Ashuna" once per turn.
(Rare)


Another pretty weak high-Level monster but this one at least supports a few Decks outside of Tenyi Decks.
 
                               Rating: 2 | CHIM-EN018 | Effect Monster
Aromage Marjoram
DARK | Plant | Level 5 | ATK 2000 | DEF 1600
While your LP are higher than your opponent's, you take no battle damage from attacks involving your Plant monsters. You can only use each of the following effects of "Aromage Marjoram" once per turn.
● When a Plant monster you control is destroyed by battle: You can Special Summon this card from your hand, then gain 500 LP.
● If you gain LP: Target cards in your opponent's GY, up to the number of"Aroma" monsters you control; banish them.
(Common)


Plant Decks can utilize this card but you also need to have higher LP and Aroma monsters.
 
                               Rating: 1 | CHIM-EN017 | Effect Monster
Aromage Laurel
WIND | Plant | Level 1 | ATK 800 | DEF 0
If your LP are higher than your opponent's: You can Special Summon this card from your hand. If you gain LP: Target 1 non-Tuner Plant monster on the field; it is treated as a Tuner this turn. If this card is sent to the GY: You can gain 500 LP. You can only use each effect of "Aromage Laurel" once per turn.
(Common)


A plant so weak you can just step on it and its entire goal will be foiled.
 
                               Rating: 2 | CHIM-EN016 | Effect Monster
Galactic Spiral Dragon
DARK | Dragon | Level 8 | ATK 2500 | DEF 2500
While this card is in your hand or GY, if you control 2 or more LIGHT and/or DARK Dragon monsters: You can Special Summon this card in Defense Position, but banish it when it leaves the field. During your Main Phase: You can make all monsters you currently control become Level 8, until the end of this turn. You can only use each effect of "Galactic Spiral Dragon" once per turn.
(Common)


It's a bit better than Nebula Dragon but literally not by much.
 
                               Rating: 1 | CHIM-EN015 | Effect Monster
Nebula Dragon
LIGHT | Dragon | Level 8 | ATK 2000 | DEF 0
You can reveal this card and 1 other Level 8 Dragon monster in your hand; Special Summon both in Defense Position, but negate their effects, also you cannot Normal or Special Summon monsters for the rest of this turn, except LIGHT or DARK Dragon monsters. You can banish this card from your GY, then target 1 Level 4 LIGHT or DARK Dragon monster in your GY; add it to your hand. You can only use each effect of "Nebula Dragon" once per turn.
(Rare)


Mizar had better strategies than to keep 2 Level 8 Dragons in his hand like this requires.
 
                               Rating: 2 | CHIM-EN014 | Effect Monster
Starliege Seyfert
LIGHT | Dragon | Level 4 | ATK 1800 | DEF 0
You can send any number of Dragon monsters from your hand and/or face-up field to the GY; add 1 Dragon monster from your Deck to your hand, whose Level equals the total original Levels of those monsters sent to the GY. You can banish this card from your GY, then target 1 Level 8 LIGHT or DARK Dragon monster in your GY; add it to your hand. You can only use each effect of "Starliege Seyfert" once per turn.
(Secret Rare)


It could've had 3/5 if it weren't for 0 DEF and such poor effects.
 
                               Rating: 1 | CHIM-EN013 | Effect Monster
Gladiator Beast Vespasius
WATER | Sea Serpent | Level 7 | ATK 2300 | DEF 0
At the start of the Damage Step, if your "Gladiator Beast" monster battles a monster: You can Special Summon this card from your hand. You can only use this effect of "Gladiator Beast Vespasius" once per turn. While you control this card, Special Summoned by the effect of a "Gladiator Beast" monster, all monsters you control gain 500 ATK. At the end of the Battle Phase, if this card battled: You can shuffle this card into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Vespasius".
(Rare)


A weak Level 7 monster that can only offer 500 ATK when a Gladiator Beast battles or Special Summon itself.
 
                               Rating: 2 | CHIM-EN012 | Effect Monster
Gladiator Beast Attorix
EARTH | Beast-Warrior | Level 4 | ATK 800 | DEF 2000
If this card is Special Summoned by the effect of a "Gladiator Beast" monster: You can send 1 "Gladiator Beast" monster from your Deck or Extra Deck to the GY, except "Gladiator Beast Attorix"; until the End Phase, this card's Level and name become the same as that monster sent to the GY. At the end of the Battle Phase, if this card battled: You can shuffle it into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Attorix".
(Rare)


The changed Level could make it useful for Xyz or Synchro Summons and it does have 2000 DEF in case it isn't.
 
                               Rating: 1 | CHIM-EN011 | Effect Monster
Gladiator Beast Sagittarii
WIND | Winged Beast | Level 3 | ATK 1400 | DEF 1000
If this card is Special Summoned by the effect of a "Gladiator Beast" monster: You can discard 1 "Gladiator Beast" card; draw 2 cards. At the end of the Battle Phase, if this card battled: You can shuffle this card into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Sagittarii".
(Rare)


It isn't very strong and you lose a Gladiator Beast in return for 2 extra cards that may not be any better.
 
                               Rating: 2 | CHIM-EN010 | Effect Monster
Unchained Soul of Disaster
DARK | Fiend | Level 8 | ATK 0 | DEF 3000
Gains 300 ATK for each "Unchained" card in your GY. You can only use each of the following effects of "Unchained Soul of Disaster" once per turn.
● You can target 1 face-up monster your opponent controls; immediately after this effect resolves, Link Summon 1 DARK Link Monster using only this card you control and that opponent's monster as material.
● If this card on the field is destroyed by battle or card effect: You can target 1 "Unchained" monster in your GY, except "Unchained Soul of Disaster"; Special Summon it.
(Secret Rare)


You may be able to bring it out with Mystic Tomato but Millennium Shield and Labyrinth Wall have better support than this.
 
                               Rating: 2 | CHIM-EN009 | Effect Monster
Unchained Twins - Rakea
WATER | Fiend | Level 3 | ATK 1500 | DEF 1500
(Quick Effect): You can target 1 card you control; destroy it, also you cannot Special Summon monsters for the rest of this turn, except Fiend monsters. If this card on the field is destroyed by card effect, except "Unchained Twins - Rakea", or by battle: You can Special Summon 1 "Unchained" monster from your hand or Deck, except "Unchained Twins - Rakea". You can only use each effect of "Unchained Twins - Rakea" once per turn.
(Rare)


Seems like they benefit from each other's destruction but unlike Rokket cards, they're not restrained to the Deck they belong to.
 
                              Rating: 2 | CHIM-EN008 | Effect Monster
Unchained Twins - Aruha
FIRE | Fiend | Level 3 | ATK 1500 | DEF 1500
You can target 1 card you control; you cannot Special Summon monsters for the rest of this turn, except Fiend monsters, also destroy the targeted card, and if you do, Special Summon this card from your hand. If this card on the field is destroyed by card effect, except "Unchained Twins - Aruha", or by battle: You can Special Summon 1 "Unchained" monster from your hand or Deck, except "Unchained Twins - Aruha". You can only use each effect of "Unchained Twins - Aruha" once per turn.
(Rare) & (Alternate Rare)


Not seeing much from the Archetype to warrant this being highly rated but we'll see.
 
                               Rating: 1 | CHIM-EN007 | Effect Monster
Dinowrestler Valeonyx
EARTH | Dinosaur | Level 3 | ATK 1600 | DEF 0
If only your opponent controls a monster, you can Special Summon this card (from your hand). While you control a Link-3 or higher "Dinowrestler" monster, face-up monsters you control are unaffected by the activated effects of your opponent's Link-3 or lower monsters.
(Common)


Cyber Dragon still outranks this card in many ways and has uses with other Decks outside of its own.
 
                               Rating: 2 | CHIM-EN006 | Effect Monster
Dinowrestler Martial Ampelo
EARTH | Dinosaur | Level 1 | ATK 600 | DEF 0
During damage calculation, if your other "Dinowrestler" monster battles an opponent's monster with an equal or higher ATK (Quick Effect): You can send this card from your hand or field to the GY; for that battle, your monster cannot be destroyed and the battle damage you take is halved. When an opponent's monster declares an attack: You can banish this card from your GY; add 1 "Dinowrestler" monster from your Deck to your hand, except "Dinowrestler Martial Ampelo". You can only use this effect of "Dinowrestler Martial Ampelo" once per turn.
(Common)


Too weak to be useful on the field but in the Grave it can prove somewhat useful.
 
                               Rating: 1 | CHIM-EN005 | Effect Monster
Chobham Armor Dragon
DARK | Dragon | Level 1 | ATK 0 | DEF 0
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in Attack Position, and if you do, for the rest of this turn, it cannot be destroyed by battle and the battle damage you take from battles involving this card is halved. If this card is sent to the GY as Link Material: You can target 1 other DARK monster in your GY; add it to your hand, also your opponent can add 1 monster from their GY to their hand. You can only use this effect of "Chobham Armor Dragon" once per turn.
(Common)


Or just use Battle Fader to neutralize all attacks your opponent would've made that turn?
 
                               Rating: 1 | CHIM-EN004 | Effect Monster
Marincess Blue Tang
WATER | Cyberse | Level 4 | ATK 1500 | DEF 1200
If this card is Normal or Special Summoned: You can send 1 "Marincess" monster from your Deck to the GY, except "Marincess Blue Tang". If this card is sent to the GY as material for the Link Summon of a WATER monster: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Marincess" card to your hand, also shuffle the rest into your Deck. You can only use each effect of "Marincess Blue Tang" once per turn.
(Secret Rare)


Marincess' have shown me that they are not worthy of being a Deck and anyone that loses to them isn't any better.
 
                               Rating: 1 | CHIM-EN003 | Effect Monster
Marincess Crown Tail
WATER | Cyberse | Level 5 | ATK 600 | DEF 2300
During damage calculation, if a monster battles another monster (Quick Effect): You can send 1 other "Marincess" monster from your hand to the GY; Special Summon this card from your hand, and if you do, the damage you take from that battle is halved. At the start of the Damage Step, if an opponent's monster attacks: You can banish this card from your GY; this turn, you take no battle damage that is less than or equal to the total Link Rating of the "Marincess" Link Monsters in your GY x 1000. You can only use each effect of "Marincess Crown Tail" once per turn.
(Common)


It's either copying Bye Bye Damage or Waboku but both of those are better than this.
 
                               Rating: 1 | CHIM-EN002 | Effect Monster
Marincess Mandarin
WATER | Cyberse | Level 1 | ATK 100 | DEF 100
If you control 2 or more "Marincess" monsters, while this card is in your hand or GY: You can target 1 WATER Link Monster you control; Special Summon this card to your zone that monster points to, but banish it when it leaves the field. You can only use this effect of "Marincess Mandarin" once per turn.
(Rare)


All those special requirements and restrictions just to bring it out by its effect. Yeah don't think so.
 
                               Rating: 1 | CHIM-EN001 | Normal Monster
Suppression Collider
DARK | Cyberse | Level 8 | ATK 2800 | DEF 2600
All data crushed by this network warrior's hammer is irretrievably compressed.
(Common)


No wonder it's bad if it has data that is poorly dealt with.
 
                               Rating: 1 | CHIM-EN000 | Effect Monster
Monster Express
EARTH | Machine | Level 4 | ATK 1500 | DEF 1200
You can target 1 face-up monster you control; send 1 monster from your Extra Deck to the GY with the same original Type as that face-up monster, but for the rest of this turn, you cannot Special Summon monsters, except monsters with the same original Type as the monster sent to the GY by this effect. You can only use this effect of "Monster Express" once per turn.
(Rare)


What's the point in using the effect? You get no benefits at all and lose a monster from your Extra Deck.