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Cybernetic Horizon (CYHO-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2. Booster set gallery
: https://yugipedia.com/wiki/Set_Card_Galleries:Cybernetic_Horizon_(TCG-EN-1E)
                               Rating: 2 | CYHO-EN099 | Link Monster
Gladiator Beast Dragases
WIND | Winged Beast-Type Link | ATK 2000 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 "Gladiator Beast" monsters
If a "Gladiator Beast" monster you control attacks, it cannot be destroyed by that battle, also your opponent cannot activate cards or effects until the end of the Damage Step. At the end of the Battle Phase, if this card battled: You can return this card to the Extra Deck; Special Summon 2 "Gladiator Beast" monsters with different names from your Deck. You can only use this effect of "Gladiator Beast Dragases" once per turn.
(Rare)  


Honestly, it's not that bad for a Gladiator Beast given its Link Materials are relatively generic and the effect includes itself. I certainly wouldn't really recommend the other effect, even in Gladiator Beast Decks, though given you just used two monsters to get this guy out.   
 
                               Rating: 1 | CYHO-EN098 | Link Monster
Link Disciple
LIGHT | Cyberse-Type Link | ATK 500 | Link-1
Active Link Arrow(s): Bottom
1 Level 4 or lower Cyberse monster
You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of “Link Disciple” once per turn.
(Rare)  


You're probably only going to be able to use the effect once as this guy doesn't have the ATK to withstand most of the weakest of monsters out there. Plus, all you get out of this is a pitiful 1-for-1 deal by getting rid of an extra monster you could've used to protect yourself.
 
                               Rating: 1 | CYHO-EN097 | Effect Monster
Interrupt Resistor
LIGHT | Cyberse |
Level 6 | ATK 0 | DEF 2100
When you take battle damage: You can Special Summon this card from your hand, and if you do, it gains ATK equal to the damage you took. Once per turn, during damage calculation, when another Defense Position monster you control is attacked by an opponent's monster (Quick Effect): You can activate this effect; during this damage calculation your attacked monster's DEF become equal to this card's DEF, also it cannot be destroyed by that battle.
(Rare) 


It's trying to imitate monsters of the past that Special Summon themselves when its owner takes damage. However, it's failed miserably as it's jut not cut out to be one of them or a decent monster as a whole.   
 
                               Rating: 2 | CYHO-EN096 | Effect Monster
White Stingray
WATER | Fish | Level 4 | ATK 1400 | DEF 1000
You can Special Summon this card (from your hand) by discarding 1 WATER monster. You can only Special Summon “White Stingray” once per turn this way. If this card is Special Summoned from the GY: You can treat it as a Tuner this turn. You can only use this effect of “White Stingray” once per turn.
(Rare)  


Both effects aren't all that bad but aren't enough to give it that many uses.   
 
                               Rating: 3 | CYHO-EN095 | Pendulum Monster
Performapal Gold Fang
LIGHT | Beast-Type Pendulum | Level 4 | ATK 1800 | DEF 700 | Scale 3
Once per turn, if your "Performapal" monster destroys an opponent's monster by battle: Inflict 1000 damage to your opponent.

If this card is Normal or Special Summoned: All "Performapal" monsters you currently control gain 200 ATK until the end of this turn.
(Rare)  


Another beatstick and this one is a Pendulum Monster. Plus the effect includes itself so 2 copies can make itself capable of dealing extra damage. The Pendulum Scale isn't bad either.   
 
                               Rating: 2 | CYHO-EN094 | Pendulum Monster
Performapal Lebellman
LIGHT | Fairy-Type Pendulum | Level 6 | ATK 100 | DEF 2600 | Scale 1
Once per turn: You can increase the Levels of all Pendulum Summoned monsters you control by 1 (even if this card leaves the field).

Once per turn: You can declare a Level from 1 to 5, then target 1 other "Performapal" monster you control; until the end of this turn, reduce this card's Level by the declared Level, and if you do, increase the Level of the other monster by the same amount.
(Common)  


Neither effect is all that good but at least the Pendulum Scale is low enough to be worthwhile. The stats aren't all that great either for a Level 6 monster.  
 
                               Rating: 3 | CYHO-EN093 | Effect Monster
Performapal Handsamuraiger
EARTH | Beast-Warrior | Level 4 | ATK 1800 | DEF 400
When this card destroys an opponent's monster by battle and sends it to the GY: You can add 1 Level 5 or higher Pendulum Monster from your Deck to your hand. You can only use this effect of "Performapal Handsamuraiger" once per turn.
(Common)  


This guy is bound to destroy at least a few monsters and thus you'll get a few Pendulum Monsters in return. Still, it can't grab just any old Pendulum Monster and the effect is once per turn.   
 
                               Rating: 1 | CYHO-EN092 | Effect Monster
Divine Serpent Geh
DARK | Reptile | Level 12 | ATK ? | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. If a monster(s) you control is destroyed by an opponent's attack or card effect: You can pay half your LP; Special Summon this card from your hand. Cannot be targeted by card effects. If this card attacks an opponent's monster, during the Damage Step only, negate the effects of that monster while it is face-up on the field (but its effects can still be activated), also its ATK becomes half its original ATK. Once per battle, if this card battles, during damage calculation (Quick Effect): You can make this card's ATK become equal to the highest original ATK on the field (your choice, if tied).
(Common)


Just goes to show that Konami doesn't always use the English dub name for cards when they're released in English. Thankfully, this wasn't a Weekly Shonen Jump promo or prize card because there's nothing about it that makes it worthy of such a title. The card can become quite powerful and will probably deal quite a bit of damage but unless the effect is successful, you'll have wasted half your LP for pretty much nothing. Plus with 0 DEF, it won't do anything if it's put in Defense Mode.   
 
                               Rating: 3 | CYHO-EN091 | Spell Card
Noble Arms - Clarent
Equip Spell
Equip only to a Warrior monster. You can only control 1 "Noble Arms - Clarent". Once per turn: You can pay 500 LP; the equipped monster can attack directly this turn. If this face-up card on the field is destroyed and sent to the GY: You can target 1 Warrior "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Clarent" once per turn.
(Common)


Though you do have to pay LP to attack directly with the effect and the other effect is specific to Warrior-Type Noble Knights, the LP fee is very minimal and the card can go to any Warrior-Type monster. Plus, attacking directly may not only trigger that monster's effects but will likely greatly offset the cost to do so.
 
                              Rating: 3 | CYHO-EN090 | Effect Monster
Noble Knight Pellinore
LIGHT | Warrior | Level 4 | ATK 1900 | DEF 500
You can target 1 "Noble Arms" Equip Spell equipped to this card and 1 face-up monster your opponent controls; destroy them, then draw 1 card, also, this card cannot attack for the rest of this turn. You can only use this effect of "Noble Knight Pellinore" once per turn.
(Super Rare)


A solid Level 4 beatstick for whever you need one. The effect isn't all that bad either, though.
 
                               Rating: 2 | CYHO-EN089 | Xyz Monster
Sacred Noble Knight of King Custennin
LIGHT | Warrior-Type Xyz | Rank 4 | ATK 1500 | DEF 2500
2+ Level 4 "Noble Knight" monsters
You can detach any number of materials from this card, then target that many cards your opponent controls; return them to the hand. If this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Noble Knight" Xyz Monster from your Extra Deck, except "Sacred Noble Knight of King Custennin", and if you do, attach this card from the GY to that monster as material. (This is treated as an Xyz Summon.) You can only use each effect of "Sacred Noble Knight of King Custennin" once per turn.
(Ultra Rare)


The only worthwhile effect is the last one, which means it'll otherwise sit there bouncing threats baclk to the hand until its Xyz Materials are depleted, which'll probably be sooner rather than later. It's 2500 DEF will help out more than most monsters its Level/Rank but that's not going to do a whole lot for it either.
 
                               Rating: 2 | CYHO-EN088 | Effect Monster
Noble Knight Custennin
LIGHT | Warrior | Level 4 | ATK 1000 | DEF 2000
If you control a "Noble Arms" Equip Spell, you can Special Summon this card (from your hand). You can only Special Summon "Noble Knight Custennin" once per turn this way. A "Noble Knight" monster that was Synchro, Xyz or Link Summoned using this card on the field as material gains this effect.
● If this card is Special Summoned: You can Normal Summon 1 "Noble Knight" monster during your Main Phase this turn, in addition to your Normal Summon/Set (you can only gain this effect once per turn), also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Noble Knight" monsters.
(Ultra Rare)


Noble Knights return in this set but this guy doesn't exactly have me all that worried given it's not very strong and its effects are pretty much relient on a specific condition to take place.
 
                               Rating: 1 | CYHO-EN087 | Trap Card
Danger! Zone
Normal Trap
Draw 3 cards, then discard 2 cards, including at least 1 "Danger!" card, or if you have no "Danger!" cards in your hand, show your opponent your entire hand and shuffle it into the Deck. You can only activate 1 "Danger! Zone" per turn.
(Ultra Rare)


I don't know whether this is meant to be a watered down Graceful Charity or not but it's pretty bad regardless.
 
                               Rating: 2 | CYHO-EN086 | Spell Card
Realm of Danger!
Field Spell
Your opponent cannot target "Danger!" monsters you control with card effects during the turn they are Special Summoned. Once per turn: You can target 1 "Danger!" monster you control; while you control that face-up monster and this face-up card, that monster can attack directly, also your opponent's monsters cannot target it for attacks, but it does not prevent your opponent from attacking you directly.
(Ultra Rare)


The ones we've seen so far aren't very strong apart from Bigfoot and this doesn't offer them a lot of protection but I suppose attacking directly with a 3000 beatstick is worthwhile.
 
                               Rating: 2 | CYHO-EN085 | Effect Monster
Danger!? Jackalope?
DARK | Beast | Level 3 | ATK 500 | DEF 2000
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger?! Jackalope?”, Special Summon 1 “Danger!? Jackalope?” from your hand, and if you do, draw 1 card. If this card is discarded: You can Special Summon 1 "Danger!" monster from your Deck in Defense Position, except "Danger?! Jackalope?". You can only use this effect of "Danger!? Jackalope?" once per turn.
(Ultra Rare)


I've never heard of a Jackalope but ours is probably nowhere near as interesting as the best it can offer is 2000 DEF and its 2nd effect.
 
                               Rating: 2 | CYHO-EN084 | Effect Monster
Danger! Chupacabra!
DARK | Fiend | Level 4 | ATK 1500 | DEF 400
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger! Chupacabra!”, Special Summon 1 “Danger! Chupacabra!” from your hand, and if you do, draw 1 card. If this card is discarded: You can target 1 "Danger!" monster in your GY, except "Danger! Chupacabra!"; Special Summon it. You can only use this effect of "Danger! Chupacabra!" once per turn.
(Ultra Rare)


Seems they all have the same mediocre 1st effect but this guy is searchable and can revive one of its friends back from the Grave.
 
                               Rating: 2 | CYHO-EN083 | Effect Monster
Danger! Nessie!
DARK | Aqua | Level 7 | ATK 1600 | DEF 2800
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger! Nessie!”, Special Summon 1 “Danger! Nessie!” from your hand, and if you do, draw 1 card. If this card is discarded: You can add 1 "Danger!" card from your Deck to your hand, except "Danger! Nessie!" You can only use this effect of "Danger! Nessie!" once per turn.
(Secret Rare)


I can only give it 2 stars for the 2nd effect as the 1st effect is just copied over from Danger! Bigfoot!. Its stats aren't that great either.
 
                               Rating: 2 | CYHO-EN082 | Effect Monster
Danger! Bigfoot!
DARK | Beast | Level 8 | ATK 3000 | DEF 0
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger! Bigfoot!”, Special Summon 1 “Danger! Bigfoot!” from your hand, and if you do, draw 1 card. If this card is discarded: You can target 1 face-up card your opponent controls; destroy it. You can only use this effect of "Danger! Bigfoot!" once per turn.
(Secret Rare)


Both effects are pretty poor but it still has 3000 ATK and no summoning requirements. That DEF is also not going to help it or you if it's in Defense Mode.
 
                               Rating: 1 | CYHO-EN081 | Spell Card
Pinpoint Landing
Continuous Spell
If exactly 1 monster is Special Summoned, from the hand to your field: You can draw 1 card. You can only use this effect of "Pinpoint Landing" once per turn. During your End Phase, if you have not drawn a card by this effect this turn, send this card to the GY.
(Secret Rare)


The best you get from this is an extra card to add to your hand, and it may not be that good. On top of that, the card abandons you if you don't meet its routine requirement during each of your turns.
 
                               Rating: 1 | CYHO-EN080 | Trap Card
Dealer's Choice
Normal Trap
Each player shuffles their Deck, then, each players draws 1 card, then each player discards 1 card.
(Short Print Common)


It would've still been bad if only one player was forced to do it. Even Card Trader does better.
 
                               Rating: 3 | CYHO-EN079 | Trap Card
Universal Adapter
Normal Trap
Target 1 face-up monster your opponent controls; the ATK of all other monsters currently on the field become equal to that monster's ATK, until the end of this turn.
(Common)


This is pretty much always an ideal card to use considering it forces your opponent's monster to suicide with yours or not attack, both of which save your LP from possibly big damage and triggers your monster's effects.   
 
                               Rating: 1 | CYHO-EN078 | Trap Card
The Deep Grave
Normal Trap
Target 1 monster in either player's GY; during your next Standby Phase, Special Summon it from the GY.
(Rare)


Much too slow to be viable and not just because it's a Trap Card. Monster Reborn is still legal and even if it weren't we have Call of the Haunted, which is much quicker to revive a monster than this.
 
                               Rating: 1 | CYHO-EN077 | Trap Card
Ballista Squad
Normal Trap
Tribute 1 monster, then target 1 card your opponent controls; destroy it.
(Common)


This is probably among the worst 1-for-1 deals considering there are monsters that do this so much better.
 
                               Rating: 1 | CYHO-EN076 | Trap Card
Metaphys Ascension
Normal Trap
Discard 1 "Metaphys" card; draw 1 card, then you can banish 1 "Metaphys" monster from your Deck. If this card is banished: You can add 1 "Metaphys" card from your Deck to your hand, except "Metaphys Ascension". You can only use 1 "Metaphys Ascension" effect per turn, and only once that turn.
(Common)


Metaphys monsters are mostly relient on being banished so getting them in the Grave can help with that or make for an easy revival later. The other effect isn't too bad but this card has to be banished to get that.
 
                               Rating: 2 | CYHO-EN075 | Trap Card
World Legacy's Mind Meld
Normal Trap
When an opponent's monster activates its effect while you control a "Krawler" monster: The activated effect becomes "return 1 face-up monster your opponent controls to the hand". You can banish this card from your GY, then target 1 Link Monster on the field; Special Summon 1 "Krawler" monster from your hand, Deck, or GY to your zone the target points to, in face-down Defense Position. You can only use 1 "World Legacy's Mind Meld" effect per turn, and only once that turn.
(Common)


While I don't consider returning monsters to the hand to be all that powerful, unless it's the likes of Brionac, that can be better than the actual effect that would've been used.
 
                               Rating: 2 | CYHO-EN074 | Trap Card
Dragunity Legion
Continuous Trap
You can activate 1 of these effects, but you cannot Special Summon monsters for the rest of this turn, except "Dragunity" monsters.
● Target 1 "Dragunity" Monster Card in your Spell & Trap Zone; Special Summon it in Defense Position.
● Target 1 "Dragunity" monster you control; equip that target with 1 "Dragunity" monster from your GY.
You can only use this effect of "Dragunity Legion" once per turn.
(Common)


Each effect will likely allow your Dragunities to make use of their effects but it's not useful for any other Deck.
 
                               Rating: 2 | CYHO-EN073 | Trap Card
Cybernetic Overflow
Normal Trap
Banish "Cyber Dragon(s)" with different Levels from your hand, face-up field, and/or GY, then destroy an equal number of cards your opponent controls. If this card on the field is destroyed by card effect: Add 1 "Cyber" Spell/Trap from your Deck to your hand. You can only use each effect of "Cybernetic Overflow" once per turn.
(Common)


You may not have much use for the Cyber Dragons you banish and thus will get rid of threats your opponent is using against you and you can also grab another copy of this but given the resources you'll have used from using the 1st copy's effect, you probably won't be getting another copy to use right away.
 
                               Rating: 1 | CYHO-EN072 | Trap Card
Renewal of the World
Continuous Trap
When this card is activated: Banish 1 Ritual Monster from your Deck. You can only use the following effect of “Renewal of the World” once per turn. You can send this card to the GY, then activate 1 of these effects;
● Ritual Summon the Ritual Monster banished by this card's effect, by Tributing 1 monster from your hand whose Level equals or exceeds that banished monster's OR by shuffling into the Deck, 1 Ritual Monster from your GY whose Level equals or exceeds that banished monster's.
● Add the monster banished by this card’s effect to your hand.
(Rare)


A pretty steep activation requirement when you haven't even used the effects yet. On top of that it's going to be slow to activate and still only works with Ritual Summons.
 
                               Rating: 2 | CYHO-EN071 | Trap Card
Crusadia Vanguard
Continuous Trap
When you activate this card: You can also Tribute 1 "Crusadia" or "World Legacy" monster, if you did, Special Summon 1 "Crusadia" or "World Legacy" monster, with a different original name, from your Deck or GY. While you control a "Crusadia" Link Monster, your opponent's monsters can only target Link Monsters for attacks. You can only activate 1 "Crusadia Vanguard" per turn.
(Common)


You won't get much out of it after its activation considering you'll need a Crusadia Link Monster to apply the other effects.
 
                               Rating: 2 | CYHO-EN070 | Trap Card
Link Turret
Continuous Trap
When this card is activated: Place 4 counters on this card. Each time you take battle damage, place 1 counter on this card. During your Main Phase 2: You can remove 1 counter from this card, then target 1 "Rokket" monster in your GY; Special Summon it, but its effects are negated, also it is banished when it leaves the field. You cannot Special Summon monsters from your Extra Deck, except DARK Link Monsters, the turn you activate this effect (even if this card leaves the field).
(Common)


Not many uses for this card considering the counters are only usable for reviving Rokket monsters and don't do anything to reduce battle damage. Plus, you don't get to Special Summon anything from your Extra Deck outside of DARK Link Monsters if the effect is used. At least it only costs 1 counter to revive a Rokket monster.
 
                               Rating: 2 | CYHO-EN069 | Trap Card
Mirror Force Launcher
Continuous Trap
Once per turn, during your Main Phase: You can discard 1 monster; add 1 "Mirror Force" from your Deck or GY to your hand. If this Set card is destroyed by your opponent's card effect and sent to your GY: You can Set this card from your GY and 1 "Mirror Force" from your hand, Deck, or GY. They can be activated this turn.
(Super Rare)


Both effects aren't all that bad but it will be immediately obvious to your opponent that you'll have one or both cards Set.
 
                               Rating: 1 | CYHO-EN068 | Trap Card
Shield Handler
Normal Trap
When a card or effect is activated that would destroy a monster on the field (except during the Damage Step): Target 1 Link Monster on each field; negate the effects of your opponent's targeted monster, and if you do, equip this card to your targeted monster. The equipped monster cannot be destroyed by card effects.
(Common)


Not much of a point to this when it needs not only a Link Monster in play but also to have a card effect attempting to destroy a monster outside of the Damage Step. The end results are better done with other cards.
 
                               Rating: 1 | CYHO-EN067 | Spell Card
Ledger of Legerdemain
Normal Spell
Banish 3 cards from the top of your Deck, face-down. During your 3rd Standby Phase after this card's activation, add all 3 cards to your hand. You can only activate 1 “Ledger of Legerdemain” per turn.
(Secret Rare)


It's highly risky as you will not likely have any idea what those three cards are (and if you did, you wouldn't be using this). You could be beaten before those three cards can be put to use.
 
                               Rating: 2 | CYHO-EN066 | Spell Card
Cross Breed
Normal Spell
Banish 2 monsters from your hand and/or face-up field with the same original Type and Attribute, but different names; add 1 monster with the same original Type and Attribute as those monsters, from your Deck to your hand, but a different name. You can only activate 1 "Cross Breed" per turn.
(Rare)


It may help you get a stronger monster but it's really only viable in Decks with the same Type and Attrribute.
 
                               Rating: 1 | CYHO-EN065 | Spell Card
Solitary Sword of Poison
Equip Spell
Equip only to a monster you control. If the equipped monster battles an opponent's monster, the equipped monster's original ATK/DEF is doubled during damage calculation only. If you control a monster other than the equipped monster, send this card to the GY. You can only control 1 “Solitary Sword of Poison”.
(Common)


As nice as the power boost is, it doesn't do any good if you have a bunch of monsters waiting to attack.
 
                               Rating: 1 | CYHO-EN064 | Spell Card
Celestial Observatory
Normal Spell
Place 1 Level 6 monster from your hand or face-up field on the bottom of the Deck; draw 2 cards. You can only activate 1 "Celestial Observatory" per turn.
(Secret Rare)


You proably won't be needing it right away anyway but it also may be that you need it next turn and now don't have it. It's also rather situational since it only works with Level 6 monsters.
 
                               Rating: 2 | CYHO-EN063 | Spell Card
Beast Magic Attack
Quick-Play Spell
Remove Spell Counters from your field to activate 1 of these effects;
● 2 Counters: Return 1 "Mythical Beast" Pendulum Monster you control to the hand.
● 4 Counters: Special Summon 1 face-up "Mythical Beast" Pendulum Monster from your Extra Deck, then you can place 2 Spell Counters on it.
● 6 Counters: Special Summon 1 face-up Pendulum Monster from your Extra Deck.
You can only activate 1 "Beast Magic Attack" per turn.
(Common)


I'd say the latter two effects are better, though they cost you more Spell Counters. This is a Quick-Play Spell too, though.
 
                               Rating: 2 | CYHO-EN062 | Spell Card
Mythical Institution
Continuous Spell
Each time a face-up "Mythical Beast" Pendulum Monster Card(s) you control is destroyed by battle or card effect, place 2 Spell Counters on this card. Once per turn: You can remove any number of Spell Counters from your field; add 1 monster to your hand from your Deck or face-up Extra Deck, with a Level equal to the number removed that you can place a Spell Counter on. If this card on the field would be destroyed by a card effect, you can remove 1 Spell Counter from this card instead.
(Common)


It's probably going to quickly rack-up counters, especially with all the cards that can give it Spell Counters and will likely add to your arsenal because of what it can get.
 
                               Rating: 2 | CYHO-EN061 | Spell Card
World Legacy's Memory
Quick-Play Spell
Special Summon 1 "Mekk-Knight" monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Mekk-Knight" monsters. You can only activate 1 "World Legacy's Memory" per turn.
(Common)


It's quite versatile, both because it's a Quick-Play Spell and not only where it brings it out but what it brings out as well. Still, you'd better do something with that new monster or you're quickly going to lose it.
 
                               Rating: 2 | CYHO-EN060 | Spell Card
World Legacy Survivor
Normal Spell
Excavate the top 5 cards of your Deck, and if you do, add 1 excavated "Krawler" monster or "World Legacy" card to your hand, also send the remaining cards to the GY. Otherwise, shuffle all excavated cards into the Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Link Monsters. You can only activate 1 "World Legacy Survivor" per turn.
(Super Rare)


While it is a gamble, it's unlikely that none of the cards will be a Krawler monster or World Legacy card but you still won't be able to Special Summon from the Extra Deck outside of a Link Summon.
 
                               Rating: 2 | CYHO-EN059 | Spell Card
Cyber Revsystem
Normal Spell
Special Summon 1 "Cyber Dragon" from your hand or GY. It cannot be destroyed by card effects.
(Secret Rare)


It only works on regular Cyber Dragon but that's just as good because it can work, even if you don't meet the requirement to Special Summon Cyber Dragon by its effect. Plus, it protects it from destruction by card effects. I'd rate it higher if it could do so from the Deck as well.
 
                               Rating: 2 | CYHO-EN058 | Spell Card
Turning of the World
Quick-Play Spell
This card is used to Ritual Summon "Ruin, Queen of Oblivion" or "Demise, King of Armageddon" from your hand or Deck. You must also Tribute Ritual Monsters from your hand whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only activate 1 “Turning of the World” per turn.
(Common)


While Ruin isn't as good, this still allows you to bring her out much more easily as you don't even need the Ritual Monster in your hand, just the necessary monsters. Plus, it's a Quick-Play Spell, allowing you to use it during your opponent's turn if necessary. However, you can only use Ritual Monsters in your hand for the Ritual Summon.
 
                               Rating: 1 | CYHO-EN057 | Spell Card
Breaking of the World
Field Spell
Once per turn: You can target 1 Ritual Monster you control; show 1 Ritual Monster in your hand, until the end of this turn. The Level of the shown Ritual Monster becomes the targeted monster's Level, until the end of this turn (even if this card leaves the field). Once per turn, if "Ruin, Queen of Oblivion" or "Demise, King of Armageddon" is Ritual Summoned to your field (except during the Damage Step): You can activate 1 of these effects.
● Draw 1 card.
● Destroy 1 card on the field.
(Common)


There's very little compensation for Ritual Summoning while this card is out and if you have a Ritual Monster in your hand, it's not going to do you much good unless you also have a Ritual Spell to go with it.
 
                               Rating: 2 | CYHO-EN056 | Spell Card
Cycle of the World
Ritual Spell
This card is used to Ritual Summon "Ruin, Queen of Oblivion" or "Demise, King of Armageddon". You must also Tribute monsters from your field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can shuffle this card into the Deck; add 1 "End of the World" from your Deck to your hand, then, you can add 1 "Ruin, Queen of Oblivion" or "Demise, King of Armageddon" from your GY to your hand.
(Common)


It works much like End of the World does, only this lets you get End of the World AND retrieve one of the two necessary Ritual Monsters in your Gravveyard.
 
                               Rating: 2 | CYHO-EN055 | Spell Card
Crusadia Power
Quick-Play Spell
Target 1 "Crusadia" monster you control; that "Crusadia" monster is unaffected by card effects this turn, except its own. You can only activate 1 "Crusadia Power" per turn.
(Common)


Doesn't do a whole lot of good but it's a Quick-Play Spell that'll temporarily keep it safe from harm. Still, it also prevents you from giving it more ATK or targeting it with card effects.
 
                               Rating: 1 | CYHO-EN054 | Spell Card
Crusadia Revival
Continuous Spell
All "Crusadia" Link Monsters on the field gain 500 ATK. Once per turn: You can target 1 "Crusadia" Link Monster you control; this turn (even if this card leaves the field), it can attack all monsters your opponent controls, once each, also other monsters you control cannot attack.
(Super Rare)


Even the support doesn't allow your other monsters to attack, making it entirely pointless. Black Pendant does the job better.
 
                               Rating: 2 | CYHO-EN053 | Spell Card
Borrel Regenerator
Equip Spell
Activate this card by targeting 1 "Rokket" monster in your GY; Special Summon it and equip it with this card, but banish it when this card leaves the field. If this card is sent to the GY because the equipped monster is destroyed: You can draw 1 card. You can only use each effect of "Borrel Regenerator" once per turn.
(Common)


It can be an okay watered down Monster Reborn as Monster Reborn is currently at 1 and this doesn't cost you anything but the monster can't be easily retrieved once it's off the field. The other effect isn't too bad but requires the equipped monster to be destroyed while equipped with this.
 
                               Rating: 1 | CYHO-EN052 | Spell Card
Zero Extra Link
Continuous Spell
Activate this card by targeting 1 Link Monster you control that is co-linked to a Link Monster in the Extra Monster Zone. The targeted monster gains 800 ATK for each Link Monster on the field. If a Link Monster is Link Summoned using the targeted monster as material: That Link Monster gains the same ATK increase that the targeted monster had, until the end of this turn (even if this card leaves the field). After damage calculation, if the targeted monster attacked: Destroy this card.
(Common)


Zero Playability too since it requires a Link Monster that is co-linked and the card self-destructs if the chosen monster attacked at any point.
 
                               Rating: 2 | CYHO-EN051 | Spell Card
Cynet Ritual
Ritual Spell
This card can be used to Ritual Summon any Cyberse Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control no monsters: You can banish this card and 1 Ritual Monster from the GY; Special Summon 2 "Cynet Tokens" (Cyberse/LIGHT/Level 4/ATK 0/DEF 0) in Defense Position. You cannot activate this effect the turn this card is sent to the GY.
(Rare)


It doesn't work any Ritual Monster but works on a handful of them, though I don't think there are many at the moment. The other effect isn't that bad either.
 
                               Rating: 2 | CYHO-EN050 | Link Monster
Hip Hoshiningen
LIGHT | Fairy-Type Link | ATK 1400 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 LIGHT monsters
All LIGHT monsters on the field gain 500 ATK/DEF, also all DARK monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 LIGHT monster in your GY; add it to your hand. You can only use this effect of "Hip Hoshiningen" once per turn.
(Super Rare)


Basically just a LIGHT version of Wee Witch's Apprentice and that makes it just about as useful, for better or worse.
 
                               Rating: 2 | CYHO-EN049 | Link Monster
Wee Witch's Apprentice
DARK | Spellcaster-Type Link | ATK 1400 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 DARK monsters
All DARK monsters on the field gain 500 ATK/DEF, also all LIGHT monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 DARK monster in your GY; add it to your hand. You can only use this effect of "Wee Witch's Apprentice" once per turn.
(Super Rare)


While not the most potent of monsters, it's pretty useful in a DARK Deck, moreso than its original counterpart.
 
                               Rating: 1 | CYHO-EN048 | Link Monster
Reprodocus
EARTH | Dinosaur-Type Link | ATK 800 | Link-2
Active Link Arrow(s): Top and Bottom
2 monsters
You can activate 1 of these effects.
● Declare 1 Monster Type; all face-up monsters this card points to become that Type until the end of this turn.
● Declare 1 Attribute; all face-up monsters this card points to become that Attribute until the end of this turn. You can only use this effect of "Reprodocus" once per turn.
(Rare)


With only 800 ATK and two effects that do nothing to protect itself and don't last all that long, it's just not worth it.
 
                               Rating: 2 | CYHO-EN047 | Link Monster
Sky Striker Ace - Hayate
WIND | Machine-Type Link | ATK 1500 | Link-1
Active Link Arrow(s): Bottom-Left
1 non-WIND "Sky Striker Ace" monster
You can only Special Summon "Sky Striker Ace - Hayate(s)" once per turn. This card can attack directly. After damage calculation, if this card battled: You can send 1 "Sky Striker" card from your Deck to the GY.
(Super Rare)


It doesn't offer much in any of its various property departments but being able to attack directly isn't all that bad. However, the other effect requires it to battle and that means against another monster.
 
                               Rating: 1 | CYHO-EN046 | Link Monster
Cyber Dragon Sieger
LIGHT | Machine-Type Link | ATK 2100 | Link-2
Active Link Arrow(s): Left and Bottom
2 Machine monsters, including "Cyber Dragon"
This card’s name becomes “Cyber Dragon” while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes battle damage from battles involving this monster. You can only use this effect of “Cyber Dragon Sieger” once per turn.
(Ultra Rare)


What's the point in powering up a monster if you can't deal any battle damage? Even halved battle damage would've been better and this guy only works on monsters with 2100 or more ATK.
 
                               Rating: 2 | CYHO-EN045 | Link Monster
Mekk-Knight of the Morning Star
LIGHT | Machine-Type Link | ATK 2000 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 monsters, including a "Mekk-Knight" monster
If this card is Link Summoned: You can discard 1 "Mekk-Knight" monster or "World Legacy" card; add 1 "World Legacy" card from your Deck to your hand. You can only use this effect of "Mekk-Knight of the Morning Star" once per turn. If your "Mekk-Knight" monster battles a monster in a different column than it, your monster cannot be destroyed by that battle, also you take no battle damage from that battle.
(Secret Rare)


See? Even Mekk-Knights know how to be at least somewhat playable. This guy provides support for its friends from both groups without locking anyone out of anything.
 
                               Rating: 1 | CYHO-EN044 | Link Monster
Crusadia Equimax
LIGHT | Cyberse-Type Link | ATK 2000 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
2+ Effect Monsters, including a Link Monster
Gains ATK equal to the combined original ATK of all monsters this card points to. Monsters this card points to cannot attack. Once per turn (Quick Effect): You can Tribute 1 "Crusadia" or "World Legacy" monster this card points to, then target 1 face-up card your opponent controls; negate its effects until the end of this turn.
(Ultra Rare)


Seems that's all the Link Monsters of this Archetype do is power themselves up by locking out any other monsters they point to. This guy doesn't do any better with the other effect either. Plus, if I want a 2000 ATK monster, I'll use the likes of Alexandrite Dragon.
 
                               Rating: 1 | CYHO-EN043 | Link Monster
Crusadia Regulex
LIGHT | Beast-Type Link | ATK 1000 | Link-2
Active Link Arrow(s): Top and Bottom
2 Effect Monsters, including a "Crusadia" monster
Gains ATK equal to the combined original ATK of all monsters this card points to. Monsters this card points to cannot attack. If an Effect Monster(s) is Special Summoned to a zone(s) this card points to (except during the Damage Step): You can add 1 "Crusadia" Spell/Trap from your Deck to your hand. You can only use this effect of “Crusadia Regulex” once per turn.
(Common)


I'm starting to dislike this Archetype after giving it the benefit of the doubt a now we have 2 Link Monsters that are pretty much useless by leaving you with a monster that can't attack while powering itself up. Cards released way before it can do so much more.
 
                               Rating: 1 | CYHO-EN042 | Link Monster
Crusadia Magius
LIGHT | Spellcaster-Type Link | ATK 100 | Link-1
Active Link Arrow(s): Bottom
1 "Crusadia" monster, except “Crusadia Magius”
Gains ATK equal to the original ATK of the monster this card points to. The monster this card points to cannot attack. If an Effect Monster is Special Summoned to the zone this card points to (except during the Damage Step): You can add 1 "Crusadia" monster from your Deck to your hand. You can only use this effect of “Crusadia Magius” once per turn.
(Super Rare)


I can't even give it credit for adding one of its friends to your hand when it becomes linked to an Effect Monster given that the ATK gain is offset by locking the monster that allowed it to gain ATK out of attacking at all.
 
                               Rating: 1 | CYHO-EN041 | Link Monster
Vorticular Drumgon
DARK | Dragon-Type Link | ATK 1000 | Link-3
Active Link Arrow(s): Left, Right and Bottom
3 DARK Dragon monsters
If this card is Special Summoned: You can draw 1 card. You can only use this effect of “Vorticular Drumgon” once per turn. If this effect resolves, the unused Monster Zones this card points to cannot be used for the rest of this turn.
(Super Rare)


You can also revive it later to constantly re-use the effect but since it'll be reived in the Main Monster Zone, it's not going to be blocking your opponent after the 1st time it's played. In fact, it'll hurt you more. Its 1000 ATK isn't going to help you either and it needs 3 specific Dragon-Type monsters as Link Materials.
 
                               Rating: 1 | CYHO-EN040 | Link Monster
Miniborrel Dragon
DARK | Dragon-Type Link | ATK 800 | Link-2
Active Link Arrow(s): Left and Right
2 "Rokket" monsters
If you control a "Borrel" Link Monster while this card is in your GY: You can Tribute 1 Link-3 or lower monster; Special Summon this card, but it cannot be used as material for the Link Summon of a monster with the same Link Rating as the Tributed monster. You can only use this effect of "Miniborrel Dragon" once per turn.
(Common)


Konami went the extra mile to make sure this card is as unplayable as possible because it's specific everywhere you look on the card from its Link Materials to all of its effects. It's not even strong enough to make any of that worthwhile.
 
                               Rating: 2 | CYHO-EN039 | Link Monster
Gouki The Giant Ogre
EARTH | Warrior-Type Link | ATK 3000 | Link-4
Active Link Arrow(s): Left, Right, Bottom-Left and Bottom-Right
3+ "Gouki" monsters
Cannot be destroyed by battle, and is unaffected by the activated effects of your opponent's monsters with ATK less than or equal to this card. When your opponent activates a card or effect that targets this card, and/or a monster(s) this card points to (Quick Effect): You can make this card lose exactly 500 ATK, and if you do, negate the activation. Once per turn, if this card's current ATK is different from its original ATK (Quick Effect): You can make this card gain 1000 ATK until the end of this turn.
(Rare)


Seems the higher up the hierarchy ladder these guys go, the more degraded their effects are because this guy gets weaker each time it negates card effects and can only negate Monster Effects. The ATK boost also doesn't last long and this guy specifically asks for three of its friends as Link Materials.
 
                               Rating: 2 | CYHO-EN038 | Link Monster
Gouki Heel Ogre
EARTH | Warrior-Type Link | ATK 1000 | Link-2
Active Link Arrow(s): Top and Bottom
2 "Gouki" monsters
Once per turn, when a monster this card points to activates its effect (Quick Effect): You can negate the activation, and if you do, destroy it, then, you can Special Summon 1 "Gouki" monster from your GY, except "Gouki Heel Ogre".
(Common)


Not very strong but can take down monsters whose effects are posing a threat to you or your monsters at least. Still, it has a very limited range for when it can do so.
 
                               Rating: 2 | CYHO-EN037 | Link Monster
Restoration Point Guard
DARK | Cyberse-Type Link | ATK 1000 | Link-2
Active Link Arrow(s): Left and Bottom-Left
2 Cyberse monsters
Once per turn, if another Link Monster is Link Summoned: This card cannot be destroyed by battle or card effects for the rest of this turn. If a Link Monster, that was Link Summoned using this card as material, is destroyed by an opponent’s card effect while this card is in the GY (except during the Damage Step): You can Special Summon this card. You can only use this effect of “Restoration Point Guard” once per turn.
(Common)


Link Summoning should be becoming more popular nowadays so this card will likely stick around each turn that one makes itself known but it doesn't really have the ATK or effects to thrive on its own.
 
                               Rating: 1 | CYHO-EN036 | Link Monster
Link Devotee
EARTH | Cyberse-Type Link | ATK 500 | Link-1
Active Link Arrow(s): Top
1 Level 4 or lower Cyberse monster
If this card is Special Summoned: For the rest of this turn, you cannot Link Summon Link-3 or higher Link Monsters. If this co-linked card is Tributed: You can Special Summon 2 “Link Tokens” (Cyberse/LIGHT/
Level 1/ATK 0/DEF 0). You can only use this effect of "Link Devotee" once per turn.
(Common)


What good is a Link-1 monster if I can't use it to Link Summon another monster that is more difficult right away? Even Link Spider has more uses than this.
 
                               Rating: 1 | CYHO-EN035 | Link Monster
Cyberse Witch
DARK | Cyberse-Type Link | ATK 800 | Link-2
Active Link Arrow(s): Bottom and Bottom-Left
2 Cyberse monsters
If a monster is Special Summoned to a zone this card points to (except during the Damage Step): You can banish 1 Spell from your GY; add 1 Cyberse Ritual Monster and 1 "Cynet Ritual" from your Deck to your hand. During your Main Phase, if this effect was activated this turn: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it. You can only use each effect of "Cyberse Witch" once per turn.
(Rare)


A pretty situational effect and with only 800 ATK, you can't really afford to have situational effects. The other effect is directly relient on the 1st effect happening, making it just as bad. On top of all that, it only works with Cyberse-Type monsters as a whole, including to Link Summon it.
 
                               Rating: 3 | CYHO-EN034 | Link Monster
Borrelsword Dragon
DARK | Dragon-Type Link | ATK 3000 | Link-4
Active Link Arrow(s): Top, Bottom, Left and Bottom-Left
3+ Effect Monsters
Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.
(Secret Rare)


While you're going need multiple monsters to get this guy out, it's got battle destruction prevention and the 2nd effect works during either player's turn, allowing it to get two attacks if used during your own turn or reduce your opponent's options during their's. Plus, if it attacks a monster, it takes a page from Dark Rebellion Xyz Dragon by gaining half its opposition's ATK while also making that monster weaker.
 
                               Rating: 2 | CYHO-EN033 | Synchro Monster
Dragunity Knight - Ascalon
WIND | Dragon-Type Synchro | Level 10 | ATK 3300 | DEF 3200
1 "Dragunity" Tuner + 1+ non-Tuner monsters
You can banish 1 "Dragunity" monster from your GY, then target 1 monster your opponent controls; banish it. If this Synchro Summoned card in its owner's control is destroyed by an opponent's card: You can Special Summon 1 "Dragunity" Synchro Monster with 3000 or less ATK from your Extra Deck. (This is treated as a Synchro Summon.) You can only use this effect of “Dragunity Knight - Ascalon” once per turn.
(Ultra Rare)


Pretty generic Synchro Materials and with those high stats, it's got a good chance at defeating monsters but its effects are pretty restricted.
 
                               Rating: 2 | CYHO-EN032 | Synchro Monster
Dragunity Knight - Luin
WIND | Dragon, Synchro and Tuner | Level 6 | ATK 1200 | DEF 1900
1 "Dragunity" Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can target 1 "Dragunity" monster in your GY; equip it to this card. If this card is sent to the GY: You can target 1 "Dragunity" monster you control; equip this card to that target. It gains 1000 ATK/DEF. You can only use each effect of “Dragunity Knight - Luin” once per turn.
(Rare)


Since Synchro Summons count as Special Summons, you'll get to equip it with one of its friends that has been disposed of or lost a battle but it's pretty weak and even being a Tuner monster doesn't give it much use.
 
                               Rating: 2 | CYHO-EN031 | Ritual Monster
Paladin of Storm Dragon
LIGHT | Cyberse-Type Ritual | Level 4 | ATK 1900 | DEF 900
You can Ritual Summon this card with "Cynet Ritual". At the start of the Damage Step, if this card attacks a monster: You can return that monster to the hand. You can Tribute this card; Special Summon 1 Level 5 or higher Cyberse monster from your hand or Deck, but it cannot activate its effects this turn. You can only use each effect of "Paladin of Storm Dragon" once per turn.
(Rare)


One could argue it's more versatile than its other in carnations and that is true but it's still restrained to its friends. The effect isn't bad either, though.
 
                              Rating: 2 | CYHO-EN030 | Ritual Monster
Demise, Supreme King of Armageddon
DARK | Fiend-Type Ritual | Level 10 | ATK 3000 | DEF 3000
You can Ritual Summon this card with "Cycle of the World". This card’s name becomes "Demise, King of Armageddon" while in the hand or on the field. While this Ritual Summoned card is on the field, your Ritual Monsters cannot be destroyed by battle. If all monsters used to Ritual Summon this card were Ritual Monsters, you do not pay LP to activate its effects. Once per turn: You can pay 2000 LP; destroy as many other cards on the field as possible, and if you do, inflict 200 damage to your opponent for each destroyed card they controlled.
(Rare)


Ritual Raven can help out but then you'll have to fork over 2000 LP each time you want to use the effect and your opponent will have to lose 10 cards for them to take that same amount as damage. Plus, both effects only apply to Ritual Monsters. It's certainly an improvement over the original Demise, albeit not by much though.
 
                               Rating: 2 | CYHO-EN029 | Ritual Monster
Ruin, Supreme Queen of Oblivion
LIGHT | Fairy-Type Ritual | Level 10 | ATK 2900 | DEF 3000
You can Ritual Summon this card with "Cycle of the World". This card’s name becomes "Ruin, Queen of Oblivion" while in the hand or on the field. While this Ritual Summoned card is on the field, Ritual Monsters you control cannot be destroyed by card effects. If all monsters used to Ritual Summon this card were Ritual Monsters, it can make a second attack during each Battle Phase. If this card destroys a monster by battle: You can inflict damage to your opponent equal to that destroyed monster's original ATK.
(Rare)

                                                       Rating: 2
It has more perks than its younger sibling but will likely take more effort to get on the field, especially if you want to maximize this card's uses. The last effect is probably the best one, though.
 
                               Rating: 2 | CYHO-EN028 | Ritual Monster
Demise, Agent of Armageddon
DARK | Fiend-Type Ritual | Level 4 | ATK 1800 | DEF 1000
You can Ritual Summon this card with "Cycle of the World". This card’s name becomes "Demise, King of Armageddon" while in the hand or on the field. If this card is Ritual Summoned: Destroy 1 face-up monster on the field. If this card is sent to the GY: You can target 1 face-up Ritual Monster you control; while it is face-up on your field, your opponent cannot activate cards or effects in response to the activation of your Ritual Monsters' effects.
(Common)


Literally not much better than Ruin's younger sibling because once it hits the field and possibly destroys a monster, it's not going to do much else until it's taken off the field.
 
                               Rating: 2 | CYHO-EN027 | Ritual Monster
Ruin, Angel of Oblivion
LIGHT | Fairy-Type Ritual | Level 4 | ATK 1700 | DEF 1000
You can Ritual Summon this card with "Cycle of the World". This card’s name becomes "Ruin, Queen of Oblivion" while in the hand or on the field. If this card is Ritual Summoned: It can make up to 2 attacks on monsters during each Battle Phase this turn. If this card is sent to the GY: You can target 1 Ritual Monster you control; while it is face-up on your field, your opponent cannot activate cards or effects when your Ritual Monsters declare an attack.
(Common)


Pretty weak and doesn't gain the multiple attacks each turn like its big sister does but does have a bonus effect for other Ritual Monsters you may have out. Still, even that's not going to be all that useful most of the time.
 
                               Rating: 2 | CYHO-EN026 | Ritual Monster
Cyberse Magician
DARK | Cyberse-Type Ritual | Level 7 | ATK 2500 | DEF 2000
You can Ritual Summon this card with "Cynet Ritual". Any damage you take is halved. (You cannot halve the same damage twice this way.) While you control a Link Monster, monsters your opponent controls cannot target monsters you control for attacks, except this one, also your opponent cannot target monsters you control with card effects, except this one. If this card battles a Link Monster, it gains 1000 ATK during that damage calculation only. If this card in your possession is destroyed by an opponent’s card effect: You can add 1 Cyberse monster from your Deck to your hand.
(Ultra Rare)


Ritual Monsters often take more effort than they end up being worth but with cards like Ritual Raven to reduce the number of monsters you need to 1, it's not so bad. Still, the effects aren't all that great for an Ultra Rare card and neither are its stats for its Level.
 
                               Rating: 2 | CYHO-EN025 | Effect Monster
Centerfrog
WATER | Aqua | Level 2 | ATK 100 | DEF 2000
Cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. If this card is Normal or Flip Summoned: Change it to Defense Position. Once per turn: You can target 1 monster in your opponent's Main Monster Zone; give your opponent control of this Defense Position card by moving it to their zone adjacent to the target, then if your opponent controls exactly 2 “Centerfrog” in the Main Monster Zone, gain control of all monsters in between those 2 cards.
(Common)


You won't have to worry about risking damage by Normal Summoning it because it goes right to Defense Mode. However, that's kind of the only good thing about it in addition to its DEF because the effects aren't likely going to do you much good.
 
                               Rating: 2 | CYHO-EN024 | Effect Monster
Cupid Volley
LIGHT | Fairy | Level 1 | ATK 600 | DEF 600
You can choose a number from 1 to 3 cards, then send that many cards from the top of your Deck to the GY; increase this card's Level by the number of cards sent to the GY this way, until the end of this turn. If this card you control is destroyed by an opponent's card and sent to your GY: Gain 1500 LP. You can only use each effect of “Cupid Volley” once per turn.
(Common)


While it gives you an extra 500 LP over Skull-Mark Ladybug, it can't be used more than once per turn and has to be destroyed and sent to the Graveyard to get that.
 
                               Rating: 1 | CYHO-EN023 | Effect Monster
Psychic Ace
DARK | Psychic | Level 2 | ATK 1000 | DEF 0
If this card in the Monster Zone is Tributed: You can target 1 card on the field; destroy it.
(Common)


THIS is their "ace"? It does pretty much nothing unless it is Tributed and has pitiful stats for its survival.
 
                               Rating: 2 | CYHO-EN022 | Effect Monster
Terrifying Toddler of Torment
DARK | Fiend-Type Flip | Level 3 | ATK 0 | DEF 2000
FLIP: You can send 1 Fiend monster from your Deck to the GY.
If this card is sent from the hand or Deck to the GY: You can Special Summon this card in face-down Defense Position. You can only use each effect of "Terrifying Toddler of Torment" once per turn.
(Common)


Its DEF will probably allow it to survive the attack and maybe deal some damage to your opponent but it also can dump any Fiend-Type monster from the Deck to the Graveyard, including itself. Plus that other effect is easily triggered by the 1st effect.
 
                               Rating: 1 | CYHO-EN021 | Effect Monster
Mana Dragon Zirnitron
DARK | Dragon | Level 6 | ATK 2200 | DEF 1200
If a Spell/Trap you control leaves the field because of an opponent's effect, and is now in the GY or banished (except during the Damage Step: You can Special Summon this card from the GY (if it was there when that Spell/Trap left) or hand (even if not), then you can Set 1 Spell/Trap that is banished or in your GY to your Spell & Trap Zone. You can only use this effect of “Mana Dragon Zirnitron” once per turn. If Summoned this way, banish this card when it leaves the field.
(Super Rare)


While it's easy to bring it out by its effect, you're not going to bring it back so eaisly considering it's banished if brought out that way. Plus without any other effects to wortk with, it's just not very good at all.
 
                               Rating: 2 | CYHO-EN020 | Effect Monster
Cosmo Brain
DARK | Spellcaster | Level 7 | ATK 1500 | DEF 2450
Cannot be Normal Summoned/Set. Must first be Special Summoned by sending 1 non-Effect Monster from your hand or face-up field to the GY. This card gains ATK equal to the Level of the monster sent to the GY this way x 200. You can Tribute 1 Effect Monster; Special Summon 1 Normal Monster from your hand or Deck. You can only use this effect of "Cosmo Brain" once per turn.
(Common)


A Level 7 monster that isn't all that difficult to bring out considering you just need a non-Effect Monster in your hand or on your field. It probably won't gain much unless it's a Level 5 or higher monster, which'll make it harder to bring out. The other effect isn't all that great either but it's not terrible.
 
                               Rating: 2 | CYHO-EN019 | Effect Monster
Umbramirage the Elemental Lord
DARK | Fiend | Level 8 | ATK 2800 | DEF 2200
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 5 DARK monsters in your GY. If this card is Special Summoned: Add 1 monster with 1500 or less ATK from your Deck to your hand. You can only use this effect of "Umbramirage the Elemental Lord" once per turn. If this face-up card leaves the field, skip the Battle Phase of your next turn.
(Super Rare)


It's a lot more generic and playable compared to the other Elemental Losers (yes that's what I'm calling them as they're pretty bad) as it has Sangan's effect without the drawback that was added from its more recent erratum. It also has much higher ATK and DEF but you still lose your next Battle Phase once it's off the field.
 
                               Rating: 2 | CYHO-EN018 | Pendulum Monster
Metaphys Decoy Dragon
LIGHT | Wyrm-Type Pendulum | Level 2 | ATK 300 | DEF 200 | Scale 1
When your monster is targeted for an attack: You can target 1 of your "Metaphys" monsters that is banished or in your GY; banish this card, and if you do, Special Summon that monster in Attack Position. You can only use this effect of "Metaphys Decoy Dragon" once per turn.
When your monster is targeted for an attack: You can target 1 of your "Metaphys" monsters that is banished or in your GY; banish this card, and if you do, Special Summon that monster in Attack Position. During the Standby Phase of the next turn after this card was banished: You can Special Summon this banished card. You can only use each effect of "Metaphys Decoy Dragon" once per turn.
(Common)


Low Pendulum Scale and both effects will benefit you so long as you have the right monsters banished. Thankfully it has no side-effects if used outside of Metaphys Decks.
 
                               Rating: 2 | CYHO-EN017 | Effect Monster
Dragunity Couse
WIND | Dragon-Type Tuner | Level 2 | ATK 1000 | DEF 200
Cannot be used as Synchro Material, except for the Synchro Summon of a "Dragunity" monster. This card on the field can be treated as Level as 4 when used for a Synchro Summon. If this card is currently equipped to a monster: You can Special Summon this equipped card.
(Common)


It'd surely get a 3/5 if it weren't for the clause that prevents it being Synchro Material unless for a Dragunity monster. That kinda puts a damper on its playability as a whole because apart from being Synchro Material, it doesn't really have a lot going for it.
 
                               Rating: 3 | CYHO-EN016 | Effect Monster
Dragunity Senatus
WIND | Winged Beast | Level 4 | ATK 1800 | DEF 1600
You can discard 1 "Dragunity" card; equip 1 Dragon "Dragunity" Tuner from your Deck to this card, also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Dragon monsters. You can only use this effect of "Dragunity Senatus" once per turn. If a "Dragunity" card(s) you control would be destroyed by battle or card effect, you can destroy 1 "Dragunity" card equipped to this card, instead.
(Super Rare)


Unfortunate that I can't discard any 1 card from my hand to use the effect but then I don't run Dragunities anyway so I suppose it's just as well. Plus, it's also a low-level Beatstick.
 
                               Rating: 2 | CYHO-EN015 | Effect Monster
Cyber Dragon Herz
LIGHT | Machine | Level 1 | ATK 100 | DEF 100
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can only use 1 of the following effects of "Cyber Dragon Herz" per turn, and only once that turn.
● If this card is Special Summoned: You can make this card's Level become 5 until the end of this turn, also, you cannot Special Summon monsters for the rest of the turn, except Machine monsters.
● If this card is sent to the GY: You can add 1 other "Cyber Dragon" from your Deck or GY to your hand.
(Ultra Rare)


It's pretty easy to Special Summon it as you can revive it from the Grave or bring it out using an effect like Marauding Captain. Still, it's pretty weak and unless you make use of bring it it out, it's not going to last long. Plus using the effect locks you out of Special Summoning non-Machine-Type monsters for the rest of the turn.
 
                               Rating: 1 | CYHO-EN014 | Effect Monster
Cyber Dragon Vier
LIGHT | Machine | Level 4 | ATK 1100 | DEF 1600
This card's name becomes "Cyber Dragon" while on the field or in the GY. If you Normal or Special Summon "Cyber Dragon", except during the Damage Step: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Cyber Dragon Vier" once per turn. Every "Cyber Dragon" you control gains 500 ATK/DEF.
(Common)


Doesn't really matter if it counts as Cyber Dragon if it's weaker with poor effects and that's exactly what this guy is, a crappier version of the better version.
 
                               Rating: 1 | CYHO-EN013 | Effect Monster
Impcantation Talismadra
DARK | Plant | Level 6 | ATK 0 | DEF 0
You can reveal 1 Ritual Monster in your hand; Special Summon both this card from your hand and 1 "Impcantation" monster from your Deck, except "Impcantation Talismandra". If this card is Special Summoned from the Deck: You can add 1 Ritual Monster from your Deck to your hand. You can only use 1 "Impcantation Talismandra" effect per turn, and only once that turn. You cannot Special Summon monsters from the Extra Deck.
(Rare)


Much like Candoll, this guy is directly relient on Ritual Summons as you'll need a Ritual Monster in your hand for this guy to be able to even attempt using its effect. Also like Candoll, this guy has 0 ATK and DEF and doesn't have any other effects that are useful.
 
                               Rating: 1 | CYHO-EN012 | Effect Monster
Impcantation Candoll
LIGHT | Psychic | Level 4 | ATK 0 | DEF 0
You can reveal 1 Ritual Spell in your hand; Special Summon both this card from your hand and 1 "Impcantation" monster from your Deck, except "Impcantation Candoll". If this card is Special Summoned from the Deck: You can add 1 Ritual Spell from your Deck to your hand. You can only use 1 "Impcantation Candoll" effect per turn, and only once that turn. You cannot Special Summon monsters from the Extra Deck.
(Rare)


With 0 ATK and DEF and relying heavily on its effects taking place, it's not going to do you much good, especially since you need a Ritual Spell in your hand as well as other Impcantation monsters (of which only 1 other currently exists) in your Deck to make use of. Still, it only works with Ritual Summons and if you're locked out of Special Summons, you obviously cannot Ritual Summon.
 
                               Rating: 2 | CYHO-EN011 | Effect Monster
World Legacy - "World Crown"
DARK | Machine | Level 6 | ATK 2000 | DEF 2000
You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon "World Legacy - "World Crown"" once per turn this way. When a monster on the field that was Special Summoned from the Extra Deck activates its effect (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. If this Normal Summoned/Set card is Tributed: You can add 1 “World Legacy” Spell/Trap Card from your Deck to your hand. You can only use this effect of "World Legacy - "World Crown"" once per turn.
(Rare)


Both effects are pretty situational but it's only a Level 6 monster with no summoning requirements, allowing you to make use of either effect. Still, it's not very strong in ATK or DEF.
 
                               Rating: 1 | CYHO-EN010 | Effect Monster
Crusadia Maximus
LIGHT | Psychic | Level 4 | ATK 1600 | DEF 1000
You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon “Crusadia Maximus” once per turn this way. You can target 1 "Crusadia" Link Monster you control; this turn, if it battles an opponent's monster, any battle damage it inflicts to your opponent is doubled, also other monsters you control cannot attack. You can only use this effect of “Crusadia Maximus” once per turn.
(Super Rare)


Both effects are quite mediocre and it doesn't have the ATK or DEF to really hold its own, especially since the 1st effect puts it in Defense Mode.
 
                               Rating: 2 | CYHO-EN009 | Effect Monster
Crusadia Draco
WIND | Dragon | Level 4 | ATK 600 | DEF 2000
You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon "Crusadia Draco" once per turn this way. If this card is Normal or Special Summoned to a zone a Link Monster points to: You can target 1 "Crusadia" card in your GY, except “Crusadia Draco”; add it to your hand. You can only use this effect of “Crusadia Draco” once per turn.
(Common)


It also has 2000 DEF and can retrieve any Crusadia card, support or comrade but it won't be able to hit the field without a way to do so, unless it's a support card.
 
                               Rating: 2 | CYHO-EN008 | Effect Monster
Crusadia Leonis
EARTH | Beast | Level 3 | ATK 1200 | DEF 1600
You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon “Crusadia Arboria” once per turn this way. If a "Crusadia" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your field or GY instead. You can only use this effect of “Crusadia Arboria” once per turn.
(Common)


Once it's bitten the dust, it'll be ready to save its comrades from destruction but it's not good for anything else, even with the other effect.
 
                               Rating: 2 | CYHO-EN007 | Effect Monster
Crusadia Arboria
WATER | Warrior-Type Tuner | Level 3 | ATK 800 | DEF 1800
You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon “Crusadia Arboria” once per turn this way. If a "Crusadia" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your field or GY instead. You can only use this effect of “Crusadia Arboria” once per turn.
(Common)


I can see this Archetype likes to take pages from each other but it'd be better to take pages from members that are actually more useful. It's also a Tuner, though so there's that and it's searchable.
 
                               Rating: 2 | CYHO-EN006 | Effect Monster
Crusadia Reclusia
FIRE | Spellcaster | Level 3 | ATK 400 | DEF 2000
You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon "Crusadia Reclusia" once per turn this way. If this card is Normal or Special Summoned to a zone a Link Monster points to: You can target 1 "Crusadia" card you control and 1 card your opponent controls; destroy them. You can only use this effect of “Crusadia Reclusia” once per turn.
(Common)


The effects are practically worse versions of ones from cards past but that 2000 DEF already gives it more playability than Mr. Goose Egg below.
 
                               Rating: 1 | CYHO-EN005 | Effect Monster
Gouki Ringtrainer
EARTH | Warrior | Level 1 | ATK 0 | DEF 0
If you control no monsters: You can reveal this card in your hand, then target 1 "Gouki" Link Monster in your GY; Special Summon this card from your hand, then Special Summon the target, but it loses 500 ATK. You can only use this effect of "Gouki Ringtrainer" once per turn. While you control a "Gouki" Link Monster, this card cannot be destroyed by battle.
(Common)


Might as well rename it Gouki Goose Egg because it has two for stats and 1 for its playability. Bravo, Ringrainer, you're about a threatening as a blade of grass.
 
                               Rating: 2 | CYHO-EN004 | Effect Monster
Gouki Tagpartner
EARTH | Warrior | Level 5 | ATK 1700 | DEF 0
If this card is sent to the GY as Link Material for the Link Summon of a "Gouki" monster: You can have that "Gouki" Link Monster gain 1000 ATK until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Gouki" Spell in your GY; shuffle it into the Deck.
(Common)


Cyberdark Impact, is that you? Well it sure looks like it as we're 4 cards in and the best rating is a 2/5. I'd probably want to tag someone much better than this guy given its stats and poor effects.
 
                               Rating: 1 | CYHO-EN003 | Effect Monster
Gouki Moonsault
EARTH | Warrior | Level 6 | ATK 1900 | DEF 0
You can reveal this card in your hand, then target 1 "Gouki" monster you control, except "Gouki Moonsault"; Special Summon this card from your hand, and if you do, return that monster to the hand. You can target 1 "Gouki" Link Monster in your GY; return it to the Extra Deck, then you can add 1 "Gouki" monster from your GY to your hand. You can only use each effect of "Gouki Moonsault" once per turn.
(Common)


What's the point in returning a perfectly good monster back the hand only to bring this guy out and risk it being banished or destroyed? It's not like its stats are all that great and neither of its effects make up for that.
 
                               Rating: 2 | CYHO-EN002 | Effect Monster
Cluster Congester
LIGHT | Cyberse | Level 7 | ATK 1000 | DEF 2200
If this card is Normal or Special Summoned and you control no Link Monsters: You can Special Summon 1 "Congester Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). You can only use this effect of "Cluster Congester" once per turn. Once per Battle Step, if a Link Monster you control is attacked (Quick Effect): You can banish this card from your GY and that Link Monster; Special Summon "Congester Tokens" up to the number of Link Monsters your opponent controls.
(Common)


I can give it some credit since the effect works if it's Normal or Special Summoned, making it ideal with the likes of Limit Reverse, Pendulum Summons and other cards but the 2nd effect is going to be harder to make use of and its stats aren't very good either.
 
                               Rating: 1 | CYHO-EN001 | Effect Monster
SIMM Tablir
DARK | Cyberse | Level 5 | ATK 0 | DEF 1800
You can reveal this card in your hand, then target 1 Level 4 Cyberse monster in your GY; Special Summon this card from your hand to your zone a linked Link Monster you control points to, and if you do, return the targeted monster to the hand. You can only use this effect of "SIMM Tablir" once per turn.
(Rare)


Really doesn't do you much good given how specific the activation requirements for its effect and it doesn't have the stats to thrive long on the field either.
 
                               Rating: 2 | CYHO-EN000 | Spell Card
Contact Gate
Normal Spell
Banish 2 "Neo-Spacian" monsters with different names from your GY; Special Summon 2 "Neo-Spacian" monsters with different names from your hand, Deck, and/or GY, also, for the rest of this turn you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. If a face-up Fusion Monster that lists "Elemental HERO Neos" as material returns from your field to the Extra Deck: You can banish this card from your GY; Special Summon 1 of your banished "Neo-Spacian" monsters. You can only activate 1 "Contact Gate" per turn.
(Common)


Neo-Spacians havent't really done anything in the meta, even during the time the GX anime was on TV, and this isn't going to be enough to give them much of a boost, especially since it's mostly geared around Decks centered around them. Still, it's not the worst support Konami could give.