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Clash of Rebellions (CORE-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Clash_of_Rebellions_(TCG-EN-1E)
                               Rating: 1 | CORE-EN099 | Trap Card
Secret Blast
Normal Trap
Inflict 300 damage to your opponent for each card they control. If this card you control is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent.
(Common)


It's hardly going to be a threat by the time you draw it. It'll deal more damage if destroyed while Set.
 
                               Rating: 2 | CORE-EN098 | Synchro Monster
Tatsunoko
WATER | Wyrm, Synchro and Tuner | Level 3 | ATK 1700 | DEF 500
1 Tuner + 1 or more non-Tuner monsters
If this Synchro Summoned monster would be used as a Synchro Material, 1 monster in your hand can be used as 1 of the other Synchro Materials. Unaffected by other monsters' effects.
(Secret Rare)


Quite weak but being a Tuner and the other effect will help a bit.
 
                               Rating: 4 | CORE-EN097 | Pendulum Monster
Mandragon
EARTH | Plant-Type Pendulum | Level 5 | ATK 2500 | DEF 1000 | Scale 2
No Pendulum Text

This mandragora harbors the soul of a sorrowful dragon. The cursed tones of its wailing cause both fear and despair. 
(Rare)

A Beatstick that has multiple search options and no side-effects.
 
                               Rating: 3 | CORE-EN096 | Pendulum Monster
Dragong
EARTH | Machine-Type Pendulum | Level 4 | ATK 500 | DEF 2100 | Scale 7
No Pendulum Text

This gong harbors the soul of an untamed dragon. It soars though the skies with an incredible roar, marshaling all those who hear this call to battle. 
(Rare)

Too weak to attack with but strong enough to defend and with nothing to offset its high Scale, you're free to do with it what you will. 
 
                               Rating: 2 | CORE-EN095 | Synchro Monster
Hi-Speedroid Kendama
WIND | Machine-Type Synchro | Level 6 | ATK 2200 | DEF 1600
1 Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. You can only use each of the following effects of "Hi-Speedroid Kendama" once per turn.
● You can banish 1 Machine-Type monster from your Graveyard; inflict 500 damage to your opponent.
● If this card is in your Graveyard and you control no cards: You can Special Summon this card. You cannot Normal Summon/Set the turn you activate this effect.
(Ultra Rare)


Ancient Gear Golem can do more than this and has higher stats.
 
                               Rating: 3 | CORE-EN094 | Synchro Monster
Superheavy Samurai Ogre Shutendoji
EARTH | Machine-Type Synchro | Level 6 | ATK 500 | DEF 2500
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.
(Super Rare)


Not quite as good as Big Ben Kei but it's good enough to use anyway.
 
                               Rating: 1 | CORE-EN093 | Effect Monster
Performapal Salutiger
EARTH | Beast | Level 4 | ATK 1700 | DEF 500
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can add 1 "Performapal" Pendulum Monster from your Deck to your hand. You can only use this effect of "Performapal Salutiger" once per turn.
(Common)


1700 ATK has little chance at destroying a monster in battle and there's few cards to get that are worthwhile.
 
                               Rating: 2 | CORE-EN092 | Spell Card
Absorb Fusion
Normal Spell
Add 1 "Gem-Knight" card from your Deck to your hand, then you can apply this effect.
● Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or your side of the field.
You can only activate 1 "Absorb Fusion" per turn. You cannot Special Summon monsters the turn you activate this card, except "Gem-Knight" monsters.
(Ultra Rare)


It's somewhat better than Miracle Fusion given you get what could be a Fusion Material straight from your Deck when activated.
 
                               Rating: 2 | CORE-EN091 | Effect Monster
Escher the Frost Vassal
WATER | Aqua | Level 4 | ATK 800 | DEF 1000
If your opponent controls 2 or more cards in their Spell & Trap Zone, you can Special Summon this card (from your hand).
(Rare)


It's pretty weak but you could play up to three copies in a single turn, but it's pretty much a weak stall card otherwise.
 
                               Rating: 3 | CORE-EN090 | Pendulum Monster
Performapal Silver Claw
DARK | Beast-Type Pendulum | Level 4 | ATK 1800 | DEF 700 | Scale 5
All "Performapal" monsters you control gain 300 ATK.

If this card declares an attack: All "Performapal" monsters you currently control gain 300 ATK until the end of the Battle Phase.
(Common)


I can rate it halfway up the ladder thanks to being a Beatstick at least.
 
                               Rating: 2 | CORE-EN089 | Spell Card
Kyoutou Waterfront
Field Spell
Each time a card(s) is sent from the field to the Graveyard, place 1 Kaiju Counter on this card for each sent card (max. 5). Once per turn, while 3 or more Kaiju Counters are on this card: You can add 1 "Kaiju" monster from your Deck to your hand. If this card would be destroyed, you can remove 1 Kaiju Counter from this card instead.
(Common)


You don't need to remove the Kaiju Counters to get the Kaiju monster but the Deck isn't great a a whole.
 
                               Rating: 1 | CORE-EN088 | Effect Monster
Kumongous, the Sticky String Kaiju
EARTH | Insect | Level 7 | ATK 2400 | DEF 2500
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent Normal or Special Summons a monster(s): You can remove 2 Kaiju Counters from anywhere on the field; until the end of the next turn, that monster(s) cannot attack and its effects are negated.
(Rare)


It may not cost much to lock down the Summoned monster but your opponent can easily bypass the effect and this isn't very strong.
 
                               Rating: 3 | CORE-EN087 | Effect Monster
Dogoran, the Mad Flame Kaiju
FIRE | Dinosaur | Level 8 | ATK 3000 | DEF 1200
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn you activate this effect.
(Rare)


It's pretty potent for having 3000 ATK and requiring so little to destroy so much. It can't attack if the main effect is used though.
 
                               Rating: 2 | CORE-EN086 | Spell Card
Kozmotown
Field Spell
Once per turn: You can target 1 of your banished "Kozmo" monsters; return it to the hand, and if you do, lose LP equal to its original Level x 100. Once per turn: You can reveal any number of "Kozmo" monsters in your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck. If this card in the Field Zone is destroyed by a card effect: You can add 1 "Kozmo" card from your Deck to your hand.
(Rare)


Kozmo needs better support for this to be good but I'll give it a 2 just in case.
 
                               Rating: 2 | CORE-EN085 | Effect Monster
Kozmo Forerunner
LIGHT | Machine | Level 7 | ATK 2800 | DEF 1400
Cannot be targeted by an opponent's card effects. During your Standby Phase: Gain 1000 LP. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 6 or lower "Kozmo" monster from your Deck.
(Rare)


The best Kozmo monster to date apart from Goodwitch considering it's far less vulnerable and stronger.
 
                               Rating: 2 | CORE-EN084 | Effect Monster
Kozmo Sliprider
LIGHT | Machine | Level 5 | ATK 2300 | DEF 800
If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy it. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Kozmo" monster from your Deck.
(Rare)


So far, the Kozmo Archetype has presented few good cards and this guy doesn't really add to that but the Archetype is still young.
 
                               Rating: 3 | CORE-EN083 | Effect Monster
Kozmo Goodwitch
LIGHT | Psychic | Level 4 | ATK 1800 | DEF 1000
During either player's turn: You can banish this card; Special Summon 1 Level 5 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Goodwitch" once per turn. Once per turn: You can pay 500 LP, then target 1 face-up monster your opponent controls; change it to face-down Defense Position.
(Super Rare)


Good is the right word for this card as you have plenty of options to use it for without any side-effects.
 
                               Rating: 2 | CORE-EN082 | Effect Monster
Kozmo Farmgirl
LIGHT | Psychic | Level 3 | ATK 1500 | DEF 1000
During either player's turn: You can banish this card; Special Summon 1 Level 4 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Farmgirl" once per turn. When this card inflicts battle damage to your opponent: You can pay 500 LP; add 1 "Kozmo" card from your Deck to your hand.
(Ultra Rare)


The best we have is Forerunner, which isn't bad but doesn't make this card all that good.
 
                               Rating: 1 | CORE-EN081 | Trap Card
Extinction on Schedule
Normal Trap
During the Main Phase: Pay 2000 LP; make both players send all cards they control to the Graveyard at the end of the 3rd Battle Phase after this card's activation.
(Common)


Your defeat will certainly be on schedule for paying 2000 LP and then having nothing happen for 3 turns.
 
                               Rating: 2 | CORE-EN089 | Trap Card
Side Effects?
Normal Trap
Your opponent draws 1 to 3 cards, then you gain 2000 LP for each card they drew with this effect.
(Short Print Common)


A LP Gain Deck can use this but your opponent will have the chance to play their new cards.
 
                               Rating: 2 | CORE-EN079 | Trap Card
Extra Buck
Continuous Trap
Each time a card(s) is added to your Extra Deck, place 1 Spell Counter on this card (max. 3). You can send this card with 3 Spell Counters to the Graveyard; draw 2 cards.
(Rare)


Pretty slow but not as slow as other cards that gain counters.
 
                               Rating: 2 | CORE-EN078 | Trap Card
Balance of Judgment
Normal Trap
If your opponent controls more cards than the combined number of cards in your hand and that you control: Draw cards equal to their surplus. You can only activate 1 "Balance of Judgment" per turn.
(Common)


For those that play or Set only a few cards, this might help but that leaves you vulnerable to other situations.
 
                               Rating: 1 | CORE-EN077 | Trap Card
Ferret Flames
Normal Trap
If the combined ATK of all face-up monsters your opponent controls is higher than your LP: Make your opponent shuffle monsters they control into the Deck (their choice), so that the combined ATK of the remaining monsters they control becomes less than or equal to your LP.
(Common)


The fact that you don't get to choose makes this pointless since your opponent will choose their weakest monsters.
 
                               Rating: 1 | CORE-EN076 | Trap Card
Storming Mirror Force
Normal Trap
When an opponent's monster declares an attack: Return all face-up Attack Position monsters your opponent controls to the hand.
(Secret Rare)


Returning monsters to the hand is generally a poor stall tactic.
 
                               Rating: 2 | CORE-EN075 | Trap Card
Dried Winds
Continuous Trap
If you gain LP: Target 1 face-up monster your opponent controls; destroy it. If you control an "Aroma" monster and your LP is at least 3000 higher than your opponent's: You can pay LP equal to the difference; destroy face-up monsters your opponent controls whose combined ATK is less than or equal to the LP you paid to activate this effect. You can only use each effect of "Dried Winds" once per turn.
(Super Rare)


It's quite costly to activate but in  LP Gain Deck, you'll probably make back what you paid in no time.
 
                               Rating: 1 | CORE-EN074 | Trap Card
Humid Winds
Continuous Trap
You can pay 1000 LP; add 1 "Aroma" monster from your Deck to your hand. If your LP is lower than your opponent's: You can gain 500 LP. You can only use each effect of "Humid Winds" once per turn.
(Common)


In California, these are the Santa Ana Winds that aid in wildfires. In the TCG, this means you've gotten a bad draw. 
 
                               Rating: 1 | CORE-EN073 | Trap Card
Igknight Burst
Continuous Trap
Once per turn, during your Main Phase: You can destroy up to 3 other "Igknight" cards you control, then return an equal number of cards your opponent controls to the hand. If this card is sent to the Graveyard: You can add 1 face-up "Igknight" Pendulum Monster from your Extra Deck to your hand.
(Rare)


Your opponent doesn't really lose anything while your cards go to the Graveyard in most cases.
 
                               Rating: 2 | CORE-EN072 | Trap Card
Return of the Red-Eyes
Continuous Trap
If you control a "Red-Eyes" monster, except "Red-Eyes B. Chick": You can target 1 Normal Monster in your Graveyard; Special Summon it. If this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: You can target 1 "Red-Eyes" monster in your Graveyard, except "Red-Eyes B. Chick"; Special Summon it. You can only use each effect of "Return of the Red-Eyes" once per turn.
(Common)


Any Red-Eyes monster will work, but there's few that are worth it and you're limited on what you can revive.
 
                               Rating: 1 | CORE-EN071 | Trap Card
Trick Box
Normal Trap
If a face-up "Performage" monster(s) you control is destroyed by battle or card effect and sent to the Graveyard: Target 1 monster your opponent controls; take control of it until the End Phase, then Special Summon 1 "Performage" monster from your Graveyard to your opponent's side of the field. During the End Phase of this turn, give control of the monster Special Summoned by this effect to its owner.
(Common)


Your loss becomes your opponent's gain and you don't get the Special Summoned monster until the End Phase.
 
                               Rating: 2 | CORE-EN070 | Trap Card
Raptor's Gust
Counter Trap
When a Spell/Trap Card is activated while you control a "Raidraptor" card: Negate that activation, and if you do, destroy that card.
(Common)


Pretty easy activation requirements but it's specific to Raidraptor Decks.
 
                               Rating: 2 | CORE-EN069 | Trap Card
Raidraptor - Return
Normal Trap
If a "Raidraptor" monster you control is destroyed by battle: Target 1 "Raidraptor" monster in your Graveyard; add it to your hand. If a face-up "Raidraptor" monster(s) you control is destroyed by card effect: You can banish this card from your Graveyard; add 1 "Raidraptor" card from your Deck to your hand. You can only use this effect of "Raidraptor - Return" once per turn.
(Common)


Both effects get you a Raidraptor but they're mostly quite weak.
 
                               Rating: 2 | CORE-EN068 | Trap Card
Brilliant Spark
Normal Trap
If a face-up "Gem-Knight" monster(s) you control is destroyed by your opponent's attack or card effect: Target 1 of those destroyed monsters; inflict damage to your opponent equal to its original ATK. If this card is in your Graveyard: You can send 1 "Gem-Knight" card from your hand to the Graveyard; add this card to your hand. You can only activate 1 "Brilliant Spark" per turn.
(Common)


Losing a Gem-Knight can benefit you quite a bit in this case since any member will work and this can be recycled.
 
                               Rating: 1 | CORE-EN067 | Spell Card
Chicken Game
Field Spell
The player with the lowest LP takes no damage. Once per turn, during the Main Phase: The turn player can pay 1000 LP, then activate 1 of these effects;
● Draw 1 card.
● Destroy this card.
● Your opponent gains 1000 LP.
Neither player can activate cards or effects in response to this effect's activation.
(Short Print Common)


No reason this card should be short print or be used because its effects are terrible.
 
                               Rating: 2 | CORE-EN066 | Spell Card
Wavering Eyes
Quick-Play Spell
Destroy as many cards in each player's Pendulum Zones as possible, then apply these effects, in sequence, depending on the number of cards destroyed by this effect.
● 1 or more: Inflict 500 damage to your opponent.
● 2 or more: You can add 1 Pendulum Monster from your Main Deck to your hand.
● 3 or more: You can banish 1 card on the field.
● 4: You can add 1 "Wavering Eyes" from your Deck to your hand.
(Common)


It's dependent on how many Pendulums were destroyed but the right amount can lead to the right effect.
 
                               Rating: 2 | CORE-EN065 | Spell Card
Mistaken Arrest
Quick-Play Spell
Until the end of your next turn after this card resolves, neither player can add cards from their Deck to their hand except by drawing them.
(Secret Rare)


It's an okay substittue for Rai-Oh but Rai-Oh will always be better.
 
                               Rating: 2 | CORE-EN064 | Spell Card
Back-Up Rider
Normal Spell
Target 1 face-up monster on the field; it gains 1500 ATK until the end of this turn.
(Common)


A better version of Rising Energy as you don't have to wait or pay a cost to activate it but the boost doesn't last long.
 
                               Rating: 1 | CORE-EN063 | Spell Card
Void Imagination
Continuous Spell
"Infernoid" monsters you control whose original Levels are 2 or higher become Level 1 and all battle damage they inflict to your opponent is halved. You can send this card to the Graveyard; Fusion Summon 1 "Infernoid" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster that was Special Summoned from the Extra Deck, and you do not, you can also use up to 6 monsters in your Deck as Fusion Materials.
(Super Rare)


You won't get anything useful from this at all given how bad Infernoids are.
 
                               Rating: 1 | CORE-EN062 | Spell Card
Aroma Garden
Field Spell
Once per turn, if you control an "Aroma" monster: You can gain 500 LP, also all monsters you control gain 500 ATK and DEF until the end of your opponent's next turn (even if this card leaves the field). If a face-up "Aroma" monster you control is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP.
(Common)


I'd really consider Aroma Decks one step below Infernoids considering what both Decks have to offer.
 
                               Rating: 1 | CORE-EN061 | Spell Card
Ignition Phoenix
Field Spell
All "Igknight" monsters on the field gain 300 ATK and DEF. Once per turn: You can target 1 "Igknight" card you control; destroy it, and if you do, add 1 "Igknight" card from your Deck to your hand.
(Common)


A weak ATK boost and  to get an Igknight, you have to lose one in the process.
 
                               Rating: 2 | CORE-EN060 | Spell Card
Cards of the Red Stone
Normal Spell
Send 1 Level 7 "Red-Eyes" monster from your hand to the Graveyard; draw 2 cards, then you can send 1 Level 7 "Red-Eyes" monster from your Deck to the Graveyard. You can only activate 1 "Cards of the Red Stone" per turn.
(Ultra Rare)


There's like a whopping 3 choices that are any good for this but that's enough to make this okay at best.
 
                               Rating: 2 | CORE-EN059 | Spell Card
Red-Eyes Fusion
Normal Spell
Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as Material from your Extra Deck, using monsters from your hand, Deck, or your side of the field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn.
(Super Rare)


We've gotten a new version of B. Skull Dragon and you can use materials from the Deck but it's still limited to Red-Eyes monsters.
 
                               Rating: 2 | CORE-EN058 | Spell Card
Bubble Barrier
Continuous Spell
Each "Performapal" and "Performage" monster you control cannot be destroyed by battle or card effect once per turn. You take no battle damage from attacks involving "Performapal" and "Performage" monsters you control.
(Common)


Might be worthwhile with Performapals/Performages but neither Deck really has much going for them.
 
                               Rating: 2 | CORE-EN057 | Spell Card
Rank-Up-Magic Raptor's Force
Quick-Play Spell
If a "Raidraptor" Xyz Monster was destroyed and sent to the Graveyard this turn while you controlled it: Target 1 "Raidraptor" Xyz Monster in your Graveyard; Special Summon it, then Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 1 Rank higher than that monster, using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon.)
(Common)


It helps for when you lose a Raidraptor Xyz Monster, but afterwards, there's nothing to it.
 
                               Rating: 1 | CORE-EN056 | Spell Card
Brilliant Fusion
Continuous Spell
When this card is activated: Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials, but change its ATK and DEF to 0. If this card leaves the field, destroy that monster. Once per turn: You can discard 1 Spell Card; the monster Special Summoned by this card's effect gains ATK and DEF equal to its original ATK and DEF, until the end of your opponent's turn. You can only activate 1 "Brilliant Fusion" per turn.
(Super Rare)


Not only is it vulnerable but the Fusion Monster loses its ATK and DEF and can only get it back by tossing a Spell Card.
 
                               Rating: 1 | CORE-EN055 | Spell Card
Pianissimo
Quick-Play Spell
Target 1 face-up monster you control; this turn, that face-up monster's original ATK becomes 100, also that face-up monster cannot be destroyed by battle or card effects.
(Common)


A card that can't be destroyed is not worth reducing its ATK to 100.  
 
                               Rating: 2 | CORE-EN054 | Xyz Monster
Red-Eyes Flare Metal Dragon
DARK | Dragon-Type Xyz | Rank 7 | ATK 2800 | DEF 2400
2 Level 7 monsters
Cannot be destroyed by card effects while it has Xyz Material. While this card has Xyz Material, each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card, then target 1 "Red-Eyes" Normal Monster in your Graveyard; Special Summon it.
(Secret Rare), (Ultimate Rare) & (Ghost Rare)


Don't use the last effect as there isn't really enough members to make it useful. The other effects aren't bad.
 
                               Rating: 2 | CORE-EN053 | Xyz Monster
Performage Trapeze Magician
LIGHT | Spellcaster-Type Xyz | Rank 4 | ATK 2500 | DEF 2000
2 Level 4 Spellcaster-Type monsters
You never take damage if the amount is less than or equal to this card's ATK. Once per turn, during either player's Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster the turn player controls (other than this card); it can make a second attack during each Battle Phase this turn, also destroy it at the end of the Battle Phase. If this card is destroyed by battle and sent to the Graveyard, or if this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: You can Special Summon 1 "Performage" monster from your Deck.
(Rare)


You can't take damage under certain conditions while it's out but the other effects are pretty bad.
 
                              Rating: 1 | CORE-EN052 | Xyz Monster
D/D/D Marksman King Tell
DARK | Fiend-Type Xyz | Rank 5 | ATK 2300 | DEF 2000
2 Level 5 monsters
You can also Xyz Summon this card by using a Rank 4 "D/D/D" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn, during either player's turn, if you took any effect damage this turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; it loses 1000 ATK and DEF, and if it does, inflict 1000 damage to your opponent. If this card is sent from the field to the Graveyard: You can send 1 "D/D" or "Dark Contract" card from your Deck to the Graveyard.
(Rare)


It follows a similar path to Blue-Eyes Shining Dragon as it can't its first effect upon release while the others aren't much better.
 
                               Rating: 2 | CORE-EN051 | Pendulum Monster
Odd-Eyes Rebellion Dragon
DARK | Dragon, Xyz and Pendulum | Rank 7 | ATK 3000 | DEF 2500 | Scale 4
Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone.

2 Level 7 Dragon-Type monsters
If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Xyz Summoned by using an Xyz Monster as a Material: Destroy as many Level 7 or lower monsters your opponent controls as possible, inflict 1000 damage to your opponent for each card destroyed, and if you do, this card can make 3 attacks during each Battle Phase this turn. If this card in the Monster Zone is destroyed by battle or card effect: You can destroy as many cards in your Pendulum Zones as possible (min. 1), and if you do, place this card in your Pendulum Zone.

(Secret Rare) & (Ultimate Rare)


The first Xyz Pendulum Monster arrives and it's quite powerful but good luck getting it on the field to make use of the perks.
 
                               Rating: 2 | CORE-EN050 | Synchro Monster
Ignister Prominence, the Blasting Dracoslayer
FIRE | Dragon-Type Synchro | Level 8 | ATK 2850 | DEF 0
1 Tuner + 1 or more non-Tuner Pendulum Monsters
Once per turn: You can target 1 Pendulum Monster on the field or 1 card in the Pendulum Zone; destroy it, and if you do, shuffle 1 card on the field into the Deck. Once per turn: You can Special Summon 1 "Dracoslayer" monster from your Deck in Defense Position, but it cannot be used as a Synchro Material for a Summon.
(Ultra Rare) & (Ultimate Rare)


At least the ATK is good and you do get to bring out a Dracoslayer from the Deck.
 
                               Rating: 1 | CORE-EN049 | Fusion Monster
Infernoid Tierra
FIRE | Fiend-Type Fusion | Level 11 | ATK 3400 | DEF 3600
"Infernoid Onuncu" + "Infernoid Devyaty" + 1 or more "Infernoid" monsters
When this card is Fusion Summoned, you can: Apply these effects, in sequence, depending on the number of Fusion Materials with different names used for this card's Summon;
● 3 or more: Each player sends 3 cards from their Extra Deck to the Graveyard.
● 5 or more: Each player sends the top 3 cards of their Deck to the Graveyard.
● 8 or more: Each player returns up to 3 of their banished cards to the Graveyard.
● 10 or more: Each player sends their entire hand to the Graveyard.
(Ultra Rare) & (Ultimate Rare)


You need at least 3 Fusion Materials just to get anything done with it and if you want more done, you need more materials.
 
                               Rating: 3 | CORE-EN047 | Fusion Monster
Archfiend Black Skull Dragon
DARK | Dragon-Type Fusion | Level 9 | ATK 3200 | DEF 2500
1 Level 6 "Archfiend" Normal Monster + 1 "Red-Eyes" Normal Monster
You can only Special Summon "Archfiend Black Skull Dragon(s)" once per turn. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If damage calculation is performed involving this Fusion Summoned card, at the end of the Battle Phase: You can target 1 "Red-Eyes" Normal Monster in your Graveyard; inflict damage to your opponent equal to its ATK in the Graveyard, then shuffle it into the Deck.
(Ultra Rare) & (Ultimate Rare)


The upgrade of B. Skull Dragon and it's pretty decent but mostly works with Red-Eyes Normal Monsters.
 
                               Rating: 2 | CORE-EN047 | Fusion Monster
Gem-Knight Lady Brilliant Diamond
EARTH | Rock-Type Fusion | Level 10 | ATK 3400 | DEF 2000
3 "Gem-Knight" monsters
Must first be Fusion Summoned with the above Fusion Materials. You can only Special Summon "Gem-Knight Lady Brilliant Diamond(s)" once per turn. Once per turn: You can send 1 "Gem-Knight" monster you control to the Graveyard, and if you do, Special Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, ignoring its Summoning conditions.
(Ultra Rare)


It's easily Summoned but once it's on the field, the effects are pretty poor.
 
                               Rating: 1 | CORE-EN046 | Fusion Monster
D/D/D Oracle King d'Arc
DARK | Fiend-Type Fusion | Level 7 | ATK 2800 | DEF 2000
2 "D/D" monsters
Any effect that would inflict damage to you makes you gain that much LP, instead.
(Rare)


Why would you run this when Prime Material Dragon does this and more and is much more versatile?
 
                               Rating: 1 | CORE-EN045 | Effect Monster
Retaliating "C"
EARTH | Insect | Level 4 | ATK 1400 | DEF 1400
During either player's turn, when your opponent activates a Spell Card that includes an effect that Special Summons a monster(s): You can Special Summon this card from your hand. If Summoned this way, while this card is face-up on the field, any card sent to the Graveyard is banished instead. If this card is sent from the field to the Graveyard: You can add 1 EARTH Insect-Type monster with 1500 or less ATK from your Deck to your hand, except "Retaliating "C"".
(Short Print Common)


At least Maxx "C" had a few uses. This doesn't even come close.
 
                               Rating: 1 | CORE-EN044 | Pendulum Monster
Deskbot 005
EARTH | Machine-Type Pendulum | Level 5 | ATK 500 | DEF 500 | Scale 10
You cannot Pendulum Summon monsters, except "Deskbot" monsters. This effect cannot be negated.

If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy it. This card gains 500 ATK for each face-up "Deskbot" monster in your Extra Deck. If this card in the Pendulum Zone is destroyed: You can target 1 "Deskbot" monster in your Graveyard; Special Summon it. You can only use this effect of "Deskbot 005" once per turn.
(Common)


It's number 5 off the production line but its true colors are going to show soon and they're nothing you want to be a part of.
 
                               Rating: 1 | CORE-EN043 | Effect Monster
Toon Cyber Dragon
LIGHT | Machine-Type Toon | Level 5 | ATK 2100 | DEF 1600
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). Cannot attack the turn it is Summoned. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly.
(Rare)


The regular version can already be Special Summoned and beyond that, this needs Toon World to use the other effect.
 
                               Rating: 2 | CORE-EN042 | Pendulum Monster
Archfiend Eccentrick
LIGHT | Fiend-Type Pendulum | Level 3 | ATK 800 | DEF 1000 | Scale 7
You can target 1 other Spell/Trap Card on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn.

You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.
(Secret Rare)


A high enough Scale to give it 2 out of 5 but its effects are too sub par to rate it any higher.
 
                               Rating: 3 | CORE-EN041 | Pendulum Monster
Magical Abductor
EARTH | Spellcaster-Type Pendulum | Level 4 | ATK 1700 | DEF 1400 | Scale 3
Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. Once per turn: You can remove 3 Spell Counters from this card; add 1 Pendulum Monster from your Deck to your hand.

Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 100 ATK for each Spell Counter on it. Once per turn: You can remove 3 Spell Counters from this card; add 1 Level 1 Spellcaster-Type monster from your Deck to your hand.
(Rare)


A fitting addition to any Spellcaster Deck, especially ones that use Spell Counters.
 
                               Rating: 2 | CORE-EN040 | Effect Monster
Bird of Paradise Lost
DARK | Wyrm-Type Tuner | Level 8 | ATK 2700 | DEF 1500
This card gains 100 ATK and DEF for each Tuner monster in your Graveyard. Once per turn: You can send 1 Tuner monster from your hand to the Graveyard, then target 1 monster your opponent controls; take control of it until the End Phase.
(Common)


A Deck of Tuners will benefit most from this and it can steal monsters but it's only 100 ATK per Tuner.
 
                               Rating: 1 | CORE-EN039 | Effect Monster
Infernoid Decatron
FIRE | Fiend-Type Tuner | Level 1 | ATK 500 | DEF 200
If this card is Normal or Special Summoned: You can send 1 "Infernoid" monster from your Deck to the Graveyard, except "Infernoid Decatron", and if you do, increase this card's Level by the Level of the sent monster, and if you do that, this card's name becomes that monster's, and replace this effect with that monster's original effects.
(Super Rare)


Infernoids are garbage so just use this as a Tuner and be done with it.
 
                               Rating: 3 | CORE-EN038 | Effect Monster
Aroma Jar
WIND | Rock-Type Flip | Level 1 | ATK 500 | DEF 400
If this card is flipped face-up, this card cannot be destroyed by battle while it is face-up on the field. If this card is flipped face-up, during each player's End Phase: You gain 500 LP.
(Common)


Since its effects apply even if it's just attacked, it's perfect for Stall, LP Gain or just about any Deck.
 
                               Rating: 3 | CORE-EN037 | Effect Monster
Aromage Bergamot
FIRE | Plant | Level 6 | ATK 2400 | DEF 1800
While your LP is higher than your opponent's, if a Plant-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if you gain LP: This card gains 1000 ATK and DEF until the end of your opponent's turn.
(Rare)


Works perfectly as a regular Beatstick and in a LP gain Deck, you'll get more out of it.
 
                               Rating: 3 | CORE-EN036 | Effect Monster
Aromage Rosemary
WATER | Plant | Level 4 | ATK 1800 | DEF 700
While your LP is higher than your opponent's, if a Plant-Type monster you control attacks, your opponent cannot activate monster effects until the end of the Damage Step. Once per turn, if you gain LP: Target 1 face-up monster on the field; change its battle position.
(Ultra Rare)


While I feel the Rarity is too high for this card, it's still a decent Plant or WATER monster to use.
 
                               Rating: 1 | CORE-EN035 | Effect Monster
Aromage Cananga
EARTH | Plant | Level 3 | ATK 1400 | DEF 1000
While your LP is higher than your opponent's, face-up monsters your opponent controls lose 500 ATK and DEF. Once per turn, if you gain LP: Target 1 Spell/Trap Card your opponent controls; return it to the hand.
(Common)


Weak stats and effects make for a very unplayable monster.
 
                               Rating: 2 | CORE-EN034 | Effect Monster
Aromage Jasmine
LIGHT | Plant | Level 2 | ATK 100 | DEF 1900
During your Main Phase, while your LP is higher than your opponent's, you can Normal Summon 1 Plant-Type monster in addition to your Normal Summon/Set, except "Aromage Jasmine". (You can only gain this effect once per turn.) Once per turn, if you gain LP: Draw 1 card.
(Secret Rare)


Double Summon can do this card's job better but this still has 1900 DEF.
 
                               Rating: 1 | CORE-EN033 | Effect Monster
Igknight Champion
FIRE | Warrior | Level 8 | ATK 2800 | DEF 2300
While this card is in your hand: You can target 3 "Igknight" cards you control; destroy them, and if you do, Special Summon this card. Once per turn: You can target 1 other "Igknight" monster you control; return it to the hand, and if you do, place 1 monster your opponent controls on the bottom of the Deck.
(Rare)


This "champion" is only marginally stronger than Lancer with an effect that is equally bad.
 
                               Rating: 1 | CORE-EN032 | Effect Monster
Igknight Lancer
FIRE | Warrior | Level 7 | ATK 2600 | DEF 1800
While this card is in your hand: You can target 3 "Igknight" cards you control; destroy them, and if you do, Special Summon this card. Once per turn: You can target 1 other "Igknight" monster you control; return it to the hand, and if you do, place 1 Spell/Trap Card your opponent controls on the bottom of the Deck.
(Rare)


What terrible effects for a pretty weak monster.
 
                               Rating: 3 | CORE-EN031 | Pendulum Monster
Igknight Gallant
FIRE | Warrior-Type Pendulum | Level 6 | ATK 2100 | DEF 2200 | Scale 2
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

A leader of the most dashing Igknight commando unit. His greatest challenge is keeping the hot tempers of his men under control.
(Common)

Igknights like having the same Pendulum Effects, which means their ratings will mostly be the same but they can still be good.
 
                               Rating: 3 | CORE-EN030 | Pendulum Monster
Igknight Margrave
FIRE | Warrior-Type Pendulum | Level 5 | ATK 1500 | DEF 2500 | Scale 7
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

A high-ranking Igknight warrior. When he does enter the fray, his sweeping attacks are feared not just by the enemy but also his own troops.
(Common)

UFO Turtle can fetch it pretty easily and it has a high Pendulum Scale.
 
                               Rating: 3 | CORE-EN029 | Pendulum Monster
Igknight Paladin
FIRE | Warrior-Type Pendulum | Level 4 | ATK 1400 | DEF 1900 | Scale 2
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.
This Igknight has a reputation as a thinker with a cool head. But the truth is that his emotions just take longer to heat up.
(Common)


This has multiple uses, mostly for its DEF.
 
                               Rating: 3 | CORE-EN028 | Pendulum Monster
Igknight Templar
FIRE | Warrior-Type Pendulum | Level 4 | ATK 1700 | DEF 1300 | Scale 7
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

An experienced Igknight warrior who fights for justice and despises the corrupt. He even questions his own weapon these days, due to his absolute quest for righteousness.
(Ultra Rare)


A bit stronger than Igknight Crusader and a higher rarity but nevertheless is worth running wherever you need it.
 
                               Rating: 3 | CORE-EN027 | Pendulum Monster
Igknight Crusader
FIRE | Warrior-Type Pendulum | Level 3 | ATK 1600 | DEF 300 | Scale 2
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

This impulsive Igknight warrior is fanatical about the causes he fights for. Because of this passion, his comrades try to keep him at arm's length.
(Super Rare)

Pretty weak but still has enough uses to give it a 3.
 
                               Rating: 3 | CORE-EN026 | Pendulum Monster
Igknight Squire
FIRE | Warrior-Type Pendulum | Level 3 | ATK 0 | DEF 2000 | Scale 7
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

The cold steel armor of this young squire cannot hide the keen, burning mind contained within.
(Common)


Igknights are here and we're off to a good start with this guy.
 
                               Rating: 2 | CORE-EN025 | Pendulum Monster
Luster Pendulum, the Dracoslayer
LIGHT | Dragon, Tuner and Pendulum | Level 4 | ATK 1850 | DEF 0 | Scale 5
Once per turn, if you have a card in your other Pendulum Zone: You can destroy that card, and if you do, add 1 card from your Deck to your hand, with the same name as that card.

Cannot Special Summon Fusion, Synchro or Xyz Monsters using this card as a Material, except "Dracoslayer" monsters.
(Super Rare)


It looks good at first glance but the effects and lack of DEF do a number on its rating.
 
                               Rating: 2 | CORE-EN024 | Effect Monster
Keeper of the Shrine
DARK | Dragon | Level 4 | ATK 0 | DEF 2100
This card can be treated as 2 Tributes for the Tribute Summon of a Dragon-Type monster. While this card is in your hand or Graveyard, if a face-up Dragon-Type monster on the field, except "Keeper of the Shrine", is sent to the Graveyard by a card effect or because it was destroyed by battle: You can Special Summon this card, then, if that monster sent to the Graveyard is a Normal Monster, you can add 1 Dragon-Type Normal Monster from your Graveyard to your hand. You can only use this effect of "Keeper of the Shrine" once per turn.
(Common)


There's some good perks with this but the 2nd effect requires a Normal Monster for either benefit.
 
                               Rating: 4 | CORE-EN023 | Effect Monster
Red-Eyes Archfiend of Lightning
DARK | Fiend-Type Gemini | Level 6 | ATK 2500 | DEF 1200
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● Once per turn: You can destroy all face-up monsters your opponent controls with DEF lower than this card's ATK.
(Super Rare)


Far better than Skull Archfiend of Lightning as this just costs you a monster at worst and can wipe out your opponent's monsters.
 
                               Rating: 2 | CORE-EN022 | Effect Monster
Black Metal Dragon
DARK | Dragon | Level 1 | ATK 600 | DEF 600
You can target 1 "Red-Eyes" monster you control, except "Red-Eyes B. Chick"; equip this monster from your hand or your side of the field to that target. It gains 600 ATK. If this card is sent from the field to the Graveyard: You can add 1 "Red-Eyes" card from your Deck to your hand, except "Red-Eyes B. Chick".
(Common)


It's about as weak as Red-Eyes B. Chick and doesn't give much while equipped but the last effect helps make up for it.
 
                               Rating: 2 | CORE-EN021 | Effect Monster
The Black Stone of Legend
DARK | Dragon | Level 1 | ATK 0 | DEF 0
You can Tribute this card; Special Summon 1 Level 7 or lower "Red-Eyes" monster from your Deck, except "Red-Eyes B. Chick". If this card is in your Graveyard: You can target 1 Level 7 or lower "Red-Eyes" monster in your Graveyard, except "Red-Eyes B. Chick"; shuffle it into the Deck, and if you do, add this card to your hand. You can only use 1 "The Black Stone of Legend" effect per turn, and only once that turn.
(Secret Rare)


A few good cards can be Summoned with this but the fact that it's not many means this can only get a 2.
 
                               Rating: 3 | CORE-EN020 | Effect Monster
Red-Eyes Black Flare Dragon
DARK | Dragon-Type Gemini | Level 7 | ATK 2400 | DEF 2000
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If damage calculation is performed involving this card, at the end of the Battle Phase: You can inflict damage to your opponent equal to this card's original ATK. You can only use this effect of "Red-Eyes Black Flare Dragon" once per turn.
(Super Rare)


Even if the battle damage is low, it's probably going to deal its full ATK each turn.
 
                               Rating: 1 | CORE-EN019 | Effect Monster
Performage Stilts Launcher
EARTH | Spellcaster | Level 6 | ATK 2200 | DEF 0
If there are no monsters on the field, you can Special Summon this card (from your hand), but you cannot Normal Summon/Set for the rest of this turn. During either player's turn, when a card or effect is activated that would inflict damage to your opponent while you have another "Performage" monster in your Graveyard: You can banish this card from your Graveyard; inflict 2000 damage to your opponent. You can only use this effect of "Performage Stilts Launcher" once per turn.
(Common)


Prime Material Dragon is an instant counter to this card both in ATK and effects. This guy will fall over quickly.
 
                               Rating: 1 | CORE-EN018 | Effect Monster
Performage Trick Clown
LIGHT | Spellcaster | Level 4 | ATK 1600 | DEF 1200
If this card is sent to the Graveyard: You can target 1 "Performage" monster in your Graveyard; Special Summon it, its ATK and DEF become 0, then you take 1000 damage. You can only use this effect of "Performage Trick Clown" once per turn.
(Common)


Regardless of the reason, none of them justify using a monster that punishes you for using its effect.
 
                               Rating: 1 | CORE-EN017 | Effect Monster
Performage Hat Tricker
EARTH | Spellcaster | Level 4 | ATK 1100 | DEF 1100
If 2 or more monsters are on the field, you can Special Summon this card (from your hand). During either player's turn, when a card or effect is activated that would inflict damage to you: You can place 1 Performage Counter on this card (max. 3), then make that effect damage to you 0. When the 3rd Performage Counter is placed on this card, it's ATK and DEF become 3300.
(Common)


It doesn't negate the damnage and takes 3 tries to give it 3300 ATK and DEF but by then, it'll be gone.
 
                               Rating: 1 | CORE-EN016 | Effect Monster
Performage Flame Eater
FIRE | Spellcaster | Level 4 | ATK 1200 | DEF 1600
During either player's turn, when a card or effect is activated that would inflict damage to you: You can activate this effect; you cannot Special Summon monsters for the rest of this turn, except "Performage" monsters, also Special Summon this card from your hand, and if you do, make that effect damage to you 0. If Summoned this way, banish it when it leaves the field. If this card is Normal or Special Summoned: Each player takes 500 damage.
(Common)


Why use an effect that blocks most of your Special Summons just to negate damage when better cards exist?
 
                               Rating: 2 | CORE-EN015 | Effect Monster
Performage Damage Juggler
LIGHT | Spellcaster | Level 4 | ATK 1500 | DEF 1000
During either player's turn, when a card or effect is activated that would inflict damage to you: You can discard this card; negate the activation, and if you do, destroy that card. During either player's Battle Phase: You can discard this card; reduce the next battle damage you would take this turn to 0. You can banish this card from your Graveyard; add 1 "Performage" monster from your Deck to your hand, except "Performage Damage Juggler". You can only use this effect of "Performage Damage Juggler" once per turn.
(Common)


Too weak to be on the field but helps twice to save you from damage at least.
 
                               Rating: 1 | CORE-EN014 | Effect Monster
Raidraptor - Singing Lanius
DARK | Winged Beast | Level 4 | ATK 100 | DEF 100
If you control a face-up Xyz Monster, you can Special Summon this card (from your hand). You can only Special Summon "Raidraptor - Singing Lanius" once per turn this way.
(Common)


No excuse to use this card with its terrible Level 4 monster stats and equally bad effect.
 
                               Rating: 1 | CORE-EN013 | Effect Monster
Raidraptor - Fuzzy Lanius
DARK | Winged Beast | Level 4 | ATK 500 | DEF 1500
If you control a "Raidraptor" monster other than "Raidraptor - Fuzzy Lanius": You can Special Summon this card from your hand. If this card is sent to the Graveyard: You can add 1 "Raidraptor - Fuzzy Lanius" from your Deck to your hand. You can only use each effect of "Raidraptor - Fuzzy Lanius" once per turn. You cannot Special Summon monsters the turn you activate either of this card's effects, except "Raidraptor" monsters.
(Common)


All it can do is Special Summon itself or get copies of itself. Even in a Raidraptor Deck, that's really bad.
 
                               Rating: 1 | CORE-EN012 | Effect Monster
Crystal Rose
LIGHT | Rock | Level 2 | ATK 500 | DEF 500
Once per turn: You can send 1 "Gem-Knight" or "Melodious" monster from your hand or Deck to the Graveyard, and if you do, this card's name becomes the sent monster's name, until the End Phase. If this card is in your Graveyard: You can banish 1 Fusion Monster from your Graveyard; Special Summon this card in Defense Position. You can only use this effect of "Crystal Rose" once per turn.
(Rare)


Both effects hurt the Decks it's meant for. What a terrible card.
 
                               Rating: 1 | CORE-EN011 | Effect Monster
D/D Pandora
DARK | Fiend | Level 5 | ATK 1700 | DEF 2100
When this card is destroyed by battle and sent to the Graveyard, or when this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard, and you control no cards: You can draw 2 cards.
(Common)


Open this Pandora's Box and what do you get? Probably nothing at all based on how situational the effect is.
 
                               Rating: 2 | CORE-EN010 | Effect Monster
Fluffal Mouse
EARTH | Fairy | Level 1 | ATK 100 | DEF 100
During your Main Phase: You can Special Summon up to 2 copies of "Fluffal Mouse" from your Deck. This effect can only be used once while this card is face-up on the field. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Frightfur" monsters.
(Super Rare)


The effect can only be used once while face-up, but with only 100 ATK and DEF, you'll probably just Tribute all 3 copies.
 
                               Rating: 2 | CORE-EN009 | Effect Monster
Tamtam the Melodious Diva
LIGHT | Fairy | Level 4 | ATK 1000 | DEF 2000
If this card is Special Summoned while you control a "Melodious" monster: You can add 1 "Polymerization" from your Deck or Graveyard to your hand. If this card is sent to the Graveyard as a Fusion Material for a Fusion Summon: You can target 1 "Melodious" monster you control; it loses 500 ATK, and if it does, inflict 500 damage to your opponent.
(Common)


Outside of being Special Summoned, it can only utilize its 2000 DEF and the last effect isn't very good.
 
                               Rating: 3 | CORE-EN008 | Effect Monster
Opera the Melodious Diva
LIGHT | Fairy | Level 4 | ATK 2300 | DEF 1000
This card cannot attack the turn it is Normal Summoned or flipped face-up. If this card is sent to the Graveyard as a Fusion Material for a Fusion Summon: You can activate this effect; for the rest of this turn, "Melodious" monsters you control cannot be destroyed by battle or card effects.
(Common)


She's the Tardy Orc of the Archetype but with support like Photon Lead to better bypass the restraints.
 
                               Rating: 2 | CORE-EN007 | Effect Monster
Superheavy Samurai Blowtorch
EARTH | Machine | Level 1 | ATK 500 | DEF 300
When an opponent’s monster declares an attack while you have no Spell/Trap Cards in your Graveyard: You can send this card from your hand to the Graveyard, then target 1 "Superheavy Samurai" monster you control; change the attack target to it and perform damage calculation. Once per turn, when an opponent’s monster declares an attack: You can change the attack target to this card and perform damage calculation. Cannot be destroyed by battle.
(Common)


Why would you discard a monster that requires so much to use the effect when you can just set it and have it survive?
 
                               Rating: 2 | CORE-EN006 | Pendulum Monster
Performapal Drummerilla
EARTH | Beast-Type Pendulum | Level 5 | ATK 1600 | DEF 900 | Scale 2
Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can target that monster you control; it gains 600 ATK until the end of the Battle Phase (even if this card leaves the field).

If there are no monsters on the field, you can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4. Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can target that monster you control; it gains 600 ATK until the end of the Battle Phase.
(Common)


It won't make much nose as a Level 5 monster but its Pendulum Scale is at least useful.
 
                               Rating: 3 | CORE-EN005 | Pendulum Monster
Performapal Camelump
EARTH | Beast-Type Pendulum | Level 3 | ATK 800 | DEF 1800 | Scale 2
Once per turn, during your Main Phase 1: You can target 1 face-up monster you control; the monsters your opponent currently controls lose 800 DEF until the end of this turn, and if they do, if the targeted monster attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. (These effects remain even if this card leaves the field.)

If this card is destroyed by battle: You can make the monster that destroyed this card lose 800 ATK.
(Common)


Although the 1800 DEF isn't great, the Pendulum Effects sure are as they aren't even restricted to Performapals.
 
                               Rating: 2 | CORE-EN004 | Pendulum Monster
Xiangsheng Magician
LIGHT | Spellcaster-Type Pendulum | Level 4 | ATK 500 | DEF 1500 | Scale 8
Once per turn: You can target 1 face-up Xyz Monster you control, and 1 Level 5 or higher monster you control; that Xyz Monster's Rank becomes equal to the Level of that Level 5 or higher monster, until the end of this turn (even if this card leaves the field). While you control more cards than your opponent does, this card's Pendulum Scale becomes 4.

Your opponent takes no battle damage from attacks involving this card. Once per turn: You can target 1 other face-up monster you control; this card's ATK becomes equal to that monster's current ATK, until the end of this turn.
(Super Rare)


The side-effects really hurt its uses because that Scale 8 gets cut in half and the best it can do is change a Rank to a Level.
 
                               Rating: 3 | CORE-EN003 | Pendulum Monster
Xiangke Magician
DARK | Spellcaster-Type Pendulum | Level 7 | ATK 2500 | DEF 500 | Scale 3
Once per turn: You can target 1 face-up Xyz Monster you control; this turn, you can use it as an Xyz Material for an Xyz Summon using its Rank as if it were a Level (even if this card leaves the field).

Once per turn, during either player's turn: You can target 1 LIGHT monster on the field; negate that face-up monster's effects until the end of this turn.
(Super Rare)


Decent Pendulum Scale and Pendulm Effect too, bringing its rating up to 3 stars.
 
                               Rating: 2 | CORE-EN002 | Pendulum Monster
Risebell the Summoner
WIND | Psychic-Type Pendulum | Level 3 | ATK 800 | DEF 800 | Scale 2
Once per turn: You can target 1 face-up monster on the field; increase its Level by 1 (even if this card leaves the field).

A kindly elder brother, Risebell takes good care of his little sister Saambell. He reads a Magical Book with his sister each early-afternoon, a harmonious routine that brings a smile to everyone.
(Short Print Common)

It may be weak but it has one decent perk at least, apart from being a Pendulum Monster.
 
                               Rating: 3 | CORE-EN001 | Normal Monster
Mystery Shell Dragon
DARK | Wyrm | Level 4 | ATK 2000 | DEF 0
Mysterious living matter that suddenly appeared from a different dimension. Its attack paralyzes the target's nerves, and causes intense hallucinations.
(Common)


We've gotten another high Beatstick but the 0 DEF ensures it can't get 4/5.
 
                               Rating: 3 | CORE-EN000 | Pendulum Monster
Sky Dragoons of Draconia
WIND | Winged Beast-Type Pendulum | Level 5 | ATK 2200 | DEF 200 | Scale 7
Once per turn, when a Normal Monster you control inflicts battle damage to your opponent: You can target 1 card on the field; destroy it.

Rumored as being formed to invade the neutral, floating Sky-State of Cxulub, these mounted air troops of the Draconia Empire have prompted bordering nations to strengthen their security.
(Rare)


Konami sure likes throwing Dragoons into booster sets but ithis has some good members and a decent Pendulum Scale.