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Invasion: Vengeance (INOV-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:Invasion:_Vengeance_(TCG-EN-1E)
                               Rating: 2 | INOV-EN099 | Xyz Monster
Xyz Monster

Paleozoic Opabinia
WATER | Aqua-Type Xyz |
Rank 2 | ATK 0 | DEF 2400
2 Level 2 monsters
This card is unaffected by other monsters' effects. You can activate "Paleozoic" Trap Cards from your hand. If this card has a Trap Card as Xyz Material: You can detach 1 Xyz Material from this card; add 1 "Paleozoic" Trap Card from your Deck to your hand. You can only use this effect of "Paleozoic Opabinia" once per turn.
(Super Rare)


It is a bit more playable but I wouldn't recommend doing anything with it that involves those Pittifulic Trap Cards from earlier.
 
                               Rating: 1 | INOV-EN098 | Trap Card
Paleozoic Leanchoilia
Normal Trap
Target 1 banished card; return it to the Graveyard. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/
Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
(Common)


With just one card left after this that is the obvious culprit behind these being created, it had better be more playable than these.
 
                               Rating: 1 | INOV-EN097 | Trap Card
Paleozoic Marrella
Normal Trap
Send 1 Trap Card from your Deck to the Graveyard. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/
Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
(Common)


At least my ratings will be easy but I won't have much to say beyond what has already been said about these.                                
 
                               Rating: 1 | INOV-EN096 | Trap Card
Paleozoic Dinomischus
Normal Trap
Target 1 face-up card on the field; discard 1 card, and if you do, banish it. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (AquaType/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
(Common)


I hope this won't be a consistant pattern for sets to come because this is going to be tiresome after a while.
 
                               Rating: 1 | INOV-EN095 | Trap Card
Paleozoic Eldonia
Normal Trap
Target 1 face-up monster on the field; it gains 500 ATK and DEF until the end of this turn. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/ WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
(Common)


They're back to take up the remaining slots of this booster set and not proving to be any better than the previous ones released.
 
                               Rating: 2 | INOV-EN094 | Effect Monster
Mare Mare
WATER | Wyrm-Type Tuner |
Level 7 | ATK 2100 | DEF 1400
Cannot be Special Summoned, except by the effect of a Wyrm-Type monster. During your Main Phase: You can reduce this card's Level by 1, and if you do, Special Summon 1 "Mini Mare Mare Token" (Wyrm-Type/WATER/Level 1/ATK 300/DEF 200). You can only use this effect of "Mare Mare" up to thrice per turn.
(Common)


Though it's a Tuner, you'll get up to three tokens out of it at a cost of reducing its Level to 4 but that'll still let you Synchro Summon a Level 7 Synchro Monster. Unfortunately, you can't Special Summmon it unless with one of its friends' effects.
 
                               Rating: 2 | INOV-EN093 | Effect Monster
Dino-Sewing
EARTH | Fiend | Level 4 | ATK 0 | DEF 0
Cannot be destroyed by battle. If this card is targeted for an attack: This card gains 1000 ATK and DEF. If this card attacked, after damage calculation: The ATK gained from this effect returns to 0.
(Common)


A new monster that can survive any attacks thrown at it and power up a bit too but that ATK part of the boost will be lost if it ever declares an attack.
 
                               Rating: 1 | INOV-EN092 | Effect Monster
Caninetaur
FIRE | Beast-Warrior | Level 3 | ATK 1500 | DEF 200
Once per turn, if this card battles an opponent's monster, during damage calculation (in either player's
turn): You can send 1 Beast, Beast-Warrior, or Winged Beast-Type monster from your hand or Deck to the Graveyard, and if you do, this card gains ATK equal to the sent monster's Level x 100, until the end of the Battle Phase.
(Common)


It looks more formidable than it actually is because that ATK boost is going to be dismal even with high-Level monsters and his stats are pretty poor to begin with.
 
                               Rating: 2 | INOV-EN091 | Spell Card
Constellar Tempest
Continuous Spell
During your End Phase: You can target 2 "Constellar" Xyz Monsters you control that have Xyz Material; detach all Xyz Materials from both Xyz Monsters, and if you do, halve your opponent's LP. You can only use this effect of "Constellar Tempest" once per Duel. Once per turn, during your Standby Phase: You can target 1 "Constellar" Xyz Monster you control and 1 "Constellar" monster in your Graveyard; attach that monster from the Graveyard to that Xyz Monster as an Xyz Material.
(Rare)


I would highly not recommend using the 1st effect because while it halves your opponent's LP, your Constellar Xyz Monsters aren't going to be able to use their effects without having to use the 2nd effect. Plus that first effect can only be used once per Duel. The 2nd effect is the only effect that makes this card's rating as high as it is.
 
                               Rating: 2 | INOV-EN090 | Spell Card
Saber Reflection
Quick-Play Spell
When you take battle or effect damage while you control an "X-Saber" monster: Gain LP equal to the damage you took, and if you do, inflict the same amount of damage to your opponent, then you can add 1 "Saber" Spell/Trap Card or "Gottoms" card from your Deck to your hand. You can only activate 1 "Saber Reflection" per turn.
(Rare)


You'll have to take damage and control an X-Saber at the same time but that shouldn't be too difficult given the Deck's swarming capabilities and then you'll hurt your opponent back while getting support from your Deck, though still kinda situational.
 
                               Rating: 2 | INOV-EN089 | Spell Card
SPYRAL Resort
Field Spell
Your opponent cannot target other "SPYRAL" cards you control with card effects. Once per turn: You can add 1 "SPYRAL" monster from your Deck to your hand. Once per turn, during your End Phase, shuffle 1 monster from your Graveyard into the Deck or destroy this card.
(Super Rare)


You'll be able to get a SPYRAL monster right away but you can quickly lose this card's benefits once your Graveyard is void of monsters.
 
                               Rating: 2 | INOV-EN088 | Spell Card
SPYRAL MISSION - Assault
Continuous Spell
Destroy this card during your 3rd End Phase after activation. Once per turn, if a "SPYRAL" monster you control destroys a monster by battle, or if you destroy a card(s) on the field with a "SPYRAL" monster's effect you control: You can draw 1 card. You can banish this card from your Graveyard; Special Summon 1 "SPYRAL" monster from your hand.
(Rare)


It self-destructs after 3 of your End Phases but will help give you extra cards for each monster your SPYRAL monsters take down, though they aren't all very strong.
 
                               Rating: 2 | INOV-EN087 | Effect Monster
SPYRAL Master Plan
DARK | Spellcaster | Level 7 | ATK 1200 | DEF 2800
Once per turn: You can add 1 "SPYRAL MISSION" card from your Deck to your hand. If this card is sent from the field to the Graveyard: You can add 1 "SPYRAL Resort" and 1 "SPYRAL" monster from your Deck to your hand, except "SPYRAL Master Plan". You can only use this effect of "SPYRAL Master Plan" once per turn.
(Super Rare)


Her missions are few and far between so far so one can't really consider this bad just yet but that also means she can't be considered great either.
 
                               Rating: 1 | INOV-EN086 | Effect Monster
Charming Resort Staff
LIGHT | Fairy | Level 3 | ATK 300 | DEF 200
When an attack is declared involving a "SPYRAL Super Agent" you control and an opponent's face-up monster: You can change the ATK of the opponent's monster to 0. If this card is destroyed by battle or card effect: You can Special Summon 1 "SPYRAL Super Agent" from your Deck. If a "SPYRAL Super Agent" you control is destroyed by battle or sent to the Graveyard while this card is in your Graveyard: You can banish this card from your Graveyard; return 1 "SPYRAL Super Agent" from your Graveyard to your hand.
(Rare)


Surprising Konami had to resort to monsters this pitiful just to help sustain a new Archetype they created. Her charm won't be helping you out at all.
 
                               Rating: 2 | INOV-EN085 | Trap Card
Subterror Behemoth Burrowing
Normal Trap
You can banish 1 "Subterror" monster from your Graveyard; for the rest of this turn, face-down monsters you control cannot be destroyed by card effects, and your opponent cannot target them with card effects. If this card on the field is destroyed by a card effect: You can add 1 "Subterror" monster from your Deck to your hand. You can banish this card from your Graveyard, then target 1 "Subterror" monster you control; change it to face-down Defense Position.
(Rare)


It saves your Subterrors from card effects but not battle and since most of them have rather low DEF, your efforts are practically wasted.
 
                               Rating: 2 | INOV-EN084 | Effect Monster
Subterror Behemoth Ultramafus
EARTH | Pyro-Type Flip | Level 12 | ATK 3000 | DEF 1800
FLIP: You can change all other face-up monsters on the field to face-down Defense Position. You can only use this effect of "Subterror Behemoth Ultramafus" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
(Ultra Rare)


The effect is pretty powerful and can benefit you if your monsters are better off face-down but as a Level 12 monster and having to be face-down to get the most out of the effect hurts its rating.
 
                               Rating: 2 | INOV-EN083 | Effect Monster
Subterror Behemoth Stygokraken
EARTH | Sea Serpent-Type Flip | Level 5 | ATK 1400 | DEF 2600
FLIP: You can target Set cards on the field, equal to the number of "Subterror Behemoth" monsters you control; destroy them. You can only use this effect of "Subterror Behemoth Stygokraken" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
(Super Rare)


Much like the original Rock-Type monsters that could flip themselves face-down, this guy can too and his stats aren't too bad for its Level but you may be wasting a Tribute to get it out unless you can bring him out by his effect.
 
                               Rating: 2 | INOV-EN082 | Effect Monster
Subterror Nemesis Archer
EARTH | Fairy | Level 3 | ATK 1600 | DEF 1400
At the start of the Damage Step, if this card attacks an opponent's face-down Defense Position monster, and you control another "Subterror" monster: You can shuffle that opponent's monster into the Deck. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 1 "Subterror" monster from your Deck in face-up or face-down Defense Position. You can only use each effect of "Subterror Nemesis Archer" once per turn.
(Secret Rare)


Whatever you bring out can be used to defend your LP but that's about it as you'll have to wait until the new monster is attacked or until your next turn to be able to use the effect. This guy isn't all that strong on its own and won't do anything until you have one of its friends to join it.
 
                               Rating: 2 | INOV-EN081 | Synchro Monster
Vermillion Dragon Mech
FIRE | Machine-Type Synchro | Level 9 | ATK 2700 | DEF 1800
1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand.
(Secret Rare)


A generic Synchro that'll take more effort to get out being a Level 9 monster and requires you to banish  a Tuner to get rid of a threat but you won't be getting them back as easily if the effect is used after it's been revived from the Graveyard.
 
                               Rating: 2 | INOV-EN080 | Trap Card
Present Card
Normal Trap
Your opponent discards their entire hand, then draws 5 cards. You can only activate 1 "Present Card" per turn.
(Short Print Common)


A one-sided and slower Morphing Jar but it's still kinda risky since you might make your opponent's hand better.
 
                               Rating: 2 | INOV-EN079 | Trap Card
Summon Gate
Continuous Trap
Each player can Special Summon a maximum of 3 monsters from the Extra Deck each turn.
(Common)


Won't stop Pendulum Summons except ones placed face-up on the Extra Deck but if you don't do much Special Summoning from there anyway, this may prove more useful to you.
 
                               Rating: 2 | INOV-EN078 | Trap Card
Dimensional Barrier
Normal Trap
Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.
(Secret Rare)


Only useful if you have a strong disdain for Special Summons because that's all this card works against, though you're better off negating the Special Summon with Black Horn of Heaven in most cases.
 
                               Rating: 2 | INOV-EN077 | Trap Card
Nine Pillars of Yang Zing
Counter Trap
When a Spell/Trap Card, or monster effect, is activated, and you control a "Yang Zing" card: Negate the activation, and if you do, shuffle that card into the Deck, then destroy 1 other "Yang Zing" card you control.
(Rare)


You don't even have to control a Yang Zing monster but since the support cards rely on them, you kinda do but this is also a free activation like Graydle Combat and will then let you bring out another Yang Zing by destroying one you already have out.
 
                               Rating: 2 | INOV-EN076 | Trap Card
Qlife's End
Normal Trap
Special Summon this card as an Effect Monster (Machine-Type/EARTH/Level 4/ATK 1800/DEF 1000). (This card is NOT treated as a Trap Card.) During the turn this card was Summoned this way, "Qli" Spell/Trap Cards you control cannot be destroyed by card effects. If Summoned this way, this card can be treated as 3 Tributes for the Tribute Summon of an "Apoqliphort" monster.
(Rare)


A stronger Trap Monster than Embodiment of Apophis and it won't be harmed by Jinzo or Royal Decree, not to mention it could prove useful for Apoqliphort Towers but the effect that protects itself and other Qli Spell/Trap cards from destruction lasts only one turn.
 
                               Rating: 2 | INOV-EN075 | Trap Card
Graydle Combat
Counter Trap
When a Spell/Trap Card, or monster effect, that targets exactly 1 "Graydle" monster you control (and no other cards) is activated: Activate 1 of these effects;
● The activated effect becomes "Destroy that monster".
● Negate the activation, and if you do, destroy that card.
(Common)


I have seen some decent Graydle monsters and this doesn't cost you anything to activate it but it won't work unless only the Graydle monster is being threatened.
 
                               Rating: 2 | INOV-EN074 | Trap Card
PSY-Frame Accelerator
Continuous Trap
Once per turn: You can pay 500 LP, then target 1 "PSY-Frame" monster you control; banish it until your next Standby Phase. Once per turn, if another face-up "PSY-Frame" card you control leaves the field (except during the Damage Step): You can Special Summon 1 "PSY-Frame" monster from your hand.
(Common)


Driver is the only good PSY-Frame monster to my recollection but since this can mean there's room for better ones later on, I'll still rate this 2 out of 5.
 
                               Rating: 2 | INOV-EN073 | Trap Card
Burnout
Normal Trap
Banish 1 face-up "Chemicritter" monster you control; Special Summon 2 "Chemicritter" monsters from your Deck, with different names from each other. When your opponent declares a direct attack, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished Gemini monsters; Special Summon it, and if you do, it becomes an Effect Monster and gains its effects. You can only activate 1 "Burnout" per turn.
(Rare)


While you'll have to use Chemicritters for the first effect, the last effect is much less strict so you could have both this and the Gemini monster in your Graveyard without using any Chemicritters at all.
 
                               Rating: 2 | INOV-EN072 | Trap Card
Crystron Impact
Normal Trap
Target 1 of your banished "Crystron" monsters; Special Summon it, and if you do, if your opponent controls any face-up monsters, change their DEF to 0. During either player's turn, except the turn this card was sent to the Graveyard, when a card or effect is activated that targets a "Crystron" monster you control: You can banish this card from your Graveyard; negate that effect.
(Common)


There's no restraints on the banished Crystron you can Special Summon but changing the DEF of opponent's monsters to 0 is pretty well pointless unless they're in Defense Mode. The last effect isn't too bad either though.
 
                               Rating: 2 | INOV-EN071 | Trap Card
Crystron Entry
Normal Trap
Special Summon 2 "Crystron" Tuners (1 from your hand and 1 from your Graveyard). During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Crystron" monster you control; send 1 "Crystron" monster from your Deck to the Graveyard whose Level is different from that monster, and if you do, that monster becomes the Level of that monster sent to the Graveyard. You can only use this effect of "Crystron Entry" once per turn.
(Common)


You probably can't use both Tuners as Synchro Material for the same Synchro Monster but you'll have other options with this card's effect or otherwise.
 
                               Rating: 1 | INOV-EN070 | Trap Card
Fraud Freeze
Continuous Trap
Once per turn, when your opponent Special Summons a monster(s) from the hand (except during the Damage Step): You can return to the hand all monsters your opponent controls that were Special Summoned from the hand. If neither player controls a "Flower Cardian" Synchro Monster, send this card to the Graveyard.
(Common)


It was looking good until it mentioned that one of the two players has to control a Flower Cardian Synchro Monster, which pretty well leaves this for Flower Cardian Decks only.
 
                               Rating: 2 | INOV-EN069 | Trap Card
Cipher Bit
Normal Trap
Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you control; attach this card to it as an Xyz Material, and if you do, the next time it would be destroyed by battle or card effect this turn, it is not destroyed.
(Common)


This is better given that it becomes Xyz Material to your Galaxy-Eyes or Cipher Xyz Monster and will prevent its destruction from the next battle or card effect but still not much better.
 
                               Rating: 1 | INOV-EN068 | Trap Card
Double Cipher
Normal Trap
If your opponent controls a monster with the highest ATK on the field (even if tied): Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you control that has Xyz Material; detach all Xyz Materials from that Xyz Monster, and if you do, Special Summon 1 monster from your Extra Deck with the same name as that Xyz Monster.
(Common)


The only good thing you get out of that is a 2nd copy of the Xyz Monster you robbed of Xyz Materials and this is also after you wait until your opponent has the strongest monster out, making this an absolutely horrible idea.
 
                               Rating: 1 | INOV-EN067 | Trap Card
King's Synchro
Normal Trap
When your opponent's monster declares an attack on a Synchro Monster you control: Negate the attack, then you can apply the rest of this card's effect. Banish that Synchro Monster you control and 1 Tuner from your Graveyard, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total Levels the banished monsters had. (This Special Summon is treated as a Synchro Summon.)
(Super Rare)


This involves using your opponent's Battle Phase to Synchro Summon but it's a big risk since you'll have very few ways of bringing out other monsters should your new one get destroyed. You're better off waiting for your own turn.
 
                               Rating: 1 | INOV-EN066 | Spell Card
Quarantine
Continuous Spell
Once per turn, during the End Phase: You can target 1 Set Spell/Trap Card your opponent controls; reveal it, then return it to its original position.
(Short Print Common)


Why is this short printed? Seeing 1 face-down card your opponent has isn't going to be much of a game changer, especially if you have no answers to it.
 
                               Rating: 2 | INOV-EN065 | Spell Card
Pot of Acquisitiveness
Quick-Play Spell
Target 3 banished monsters; shuffle all 3 into the Deck, then draw 1 card. You can only activate 1 "Pot of Acquisitiveness" per turn.
(Super Rare)


The latest Pot card has arrived and it has uses for both players' banished monsters but while only you draw the 1 card, you won't be activating another copy that turn.
 
                               Rating: 2 | INOV-EN064 | Spell Card
Sprite's Blessing
Ritual Spell
This card can be used to Ritual Summon any LIGHT Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.
(Common)


Finally we get a LIGHT version of Dark Contract with the Abyss but this is literally no better than that card.
 
                               Rating: 2 | INOV-EN063 | Spell Card
"A" Cell Recombination Device
Quick-Play Spell
Target 1 face-up monster on the field; send 1 "Alien" monster from your Deck to the Graveyard, and if you do, place A-Counters on that monster equal to the Level of the sent monster. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Alien" monster from your Deck to your hand.
(Common)


Aliens continue to get support even though their invasion was nothing more than a big dud as no one is using them today and one lone new support card isn't going to bring them back.
 
                               Rating: 2 | INOV-EN062 | Spell Card
Tellarknight Genesis
Quick-Play Spell
Destroy Spell/Trap Cards on the field equal to the number of other "tellarknight" cards you control.
(Super Rare)


Basically, it's 'tellarknights' version of R - Righteous Justice, which is not quite as versatile as this, nor does it have that many strong Main Deck monsters.
 
                               Rating: 2 | INOV-EN061 | Spell Card
Igknights Unite
Quick-Play Spell
Target 1 "Igknight" card you control; destroy it, and if you do, Special Summon 1 "Igknight" monster from your Deck. You can only activate 1 "Igknights Unite" per turn.
(Common)


If you need more monsters, this'll let you get one at a cost of destroying another one, though you'd be better off destroying one of your activated Igknights.
 
                               Rating: 2 | INOV-EN059 | Spell Card
Red-Eyes Insight
Normal Spell
Send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard; add 1 "Red-Eyes" Spell/Trap Card from your Deck to your hand, except "Red-Eyes Insight". You can only activate 1 "Red-Eyes Insight" per turn.
(Rare)


The suppoort for Red-Eyes isn't entirely terrible but you still don't have a whole lot to pick from and will lose a Red-Eyes monster from your Deck in the process.
 
                               Rating: 2 | INOV-EN059 | Spell Card
Catalyst Field
Field Spell
Each turn, 1 Level 5 or higher Gemini monster you Normal Summon can be Summoned without Tributing. During your Main Phase, you can Normal Summon 1 Gemini monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 card your opponent controls; banish 1 Gemini monster you control, that is treated as an Effect Monster and has gained its effects, until your opponent's End Phase, and if you do, destroy that card.
(Ultra Rare)


This can allow you to bring out your Deck's strongest Gemini monster with its bonus effect, though I wouldn't recommend using the other effect.
 
                               Rating: 2 | INOV-EN058 | Spell Card
Fullmetalfoes Fusion
Quick-Play Spell
Fusion Summon 1 "Metalfoes" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.
(Super Rare)


Most Fusion Summoning cards are not Quick-Play Spells but since this offers nothing else, I can't rate it any higher.
 
                               Rating: 2 | INOV-EN057 | Spell Card
Crystolic Potential
Field Spell
All "Crystron" monsters you control gain 300 ATK and DEF. Once per turn, during the End Phase: You can draw cards equal to the number of "Crystron" Synchro Monsters you Synchro Summoned this turn.
(Common)


It'll help replenish your hand but that requires you to Synchro Summon at least once but the ATK and DEF boost is pretty poor.
 
                               Rating: 1 | INOV-EN056 | Spell Card
Super Koi Koi
Normal Spell
Excavate the top 3 cards of your Deck and Special Summon as many "Flower Cardian" monsters among them as possible, ignoring their Summoning conditions, but their Levels become 2 and they have their effects negated. Banish the remaining cards, face-down, and if you do, lose 1000 LP for each. You can banish this card from your Graveyard and Tribute 1 monster; Special Summon 1 "Flower Cardian" monster from your hand, ignoring its Summoning conditions. You can only activate 1 "Super Koi Koi" per turn.
(Rare)


Even with Flower Cardians, this card is quite risky because you'll probably draw it before you've arrnaged your Deck's top cards to get Flower Cardians on top, which'll mean you'll be down at least 1000 LP just for using this and the other effect is going to cost you more than you'll get back.
 
                               Rating: 2 | INOV-EN055 | Spell Card
Flower Stacking
Normal Spell
Choose 3 "Flower Cardian" monsters with different names from your Deck, and place them on top of your Deck in any order. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Flower Cardian" monster in your Graveyard; add it to your hand. You can only use this effect of "Flower Stacking" once per turn.
(Common)


This can help get the Flower Cardians so you'll have a better chance at getting them out on the field but there are also more generic versions of this like Spellbook Organization.
 
                               Rating: 2 | INOV-EN054 | Spell Card
The Phantom Knights' Rank-Up-Magic Launch
Quick-Play Spell
During the Main Phase: Target 1 DARK Xyz Monster you control with no Xyz Materials; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material, and if you do, attach this card to it as additional Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) During your Main Phase: You can banish this card from your Graveyard, then target 1 DARK Xyz Monster you control; attach 1 "The Phantom Knights" monster from your hand to that monster as Xyz Material.
(Super Rare)


Thankfully, I can use it on any DARK Xyz Monster and not just The Phantom Knights but you will need a The Phantom Knights monster to attach as Xyz Material for the last effect though.
 
                               Rating: 2 | INOV-EN053 | Spell Card
Amazing Pendulum
Normal Spell
If you have no cards in your Pendulum Zones: Add 2 face-up "Magician" Pendulum Monsters with different names from your Extra Deck to your hand. You can only activate 1 "Amazing Pendulum" per turn.
(Common)


The best choices are Timegazer and Stargazer as they'll give you the widest range for Pendulum Summoning but they have to be already face-up on your Extra Deck.
 
                               Rating: 2 | INOV-EN052 | Xyz Monster
Toadally Awesome
WATER | Aqua-Type Xyz | Rank 2 | ATK 2200 | DEF 0
2 Level 2 Aqua-Type monsters
Once per turn, during the Standby Phase: You can detach 1 Xyz Material from this card; Special Summon 1 "Frog" monster from your Deck. Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card, or monster effect: You can send 1 Aqua-Type monster from your hand or face-up from your field to the Graveyard; negate the activation, and if you do, destroy that card, then you can Set it to your field. If this card is sent to the Graveyard: You can target 1 WATER monster in your Graveyard; add it to your hand.
(Secret Rare)


Perhaps Konami's way of trying to rejuvenate Frogs when they've lost their most powerful combos to the Great Banned List but I don't think it does much for them since it costs you resources from your hand or field just to stop effects and then your opponent will be aware of the card you just took from them. The last effect is at least more generic but that DEF is going to cost it and you eventually.
 
                               Rating: 2 | INOV-EN051 | Xyz Monster
Darktellarknight Batlamyus
DARK | Warrior-Type Xyz | Rank 4 | ATK 2600 | DEF 550
2 Level 4 "tellarknight" monsters
All face-up monsters on the field become DARK. You can detach 1 Xyz Material from this card and discard 1 card; Special Summon from your Extra Deck, 1 LIGHT "tellarknight" Xyz Monster by using this face-up card you control as the Xyz Material, also you cannot Xyz Summon other monsters for the rest of this turn. (This is treated as an Xyz Summon. Xyz Materials attached to this card also become Xyz Materials on the Summoned monster.) This effect can be activated during either player's turn, if you have 7 or more "tellarknight" monsters with different names in your Graveyard.
(Ultra Rare)


Apart from making every monster on the field a DARK monster, there isn't much to get from this card unless you Xyz Summon by its effect and you're not likely going to be able to to do it during your opponent's turn, not that that's any better.
 
                               Rating: 2 | INOV-EN050 | Xyz Monster
Vola-Chemicritter Methydraco
FIRE | Beast-Warrior-Type Xyz | Rank 8 | ATK 3000 | DEF 3000
2 Level 8 Gemini monsters
When this card is Xyz Summoned: You can target 1 Gemini monster in your Graveyard; Special Summon it. While this card has Xyz Material, monsters your opponent controls cannot target Gemini monsters you control for attacks, also your opponent cannot target Gemini monsters you control with card effects. When a Gemini monster is Normal Summoned: You can detach 1 Xyz Material from this card; make your opponent send 1 card from their hand or field to the Graveyard (their choice).
(Super Rare)


With the help of Oxy Ox, you can bring this card out more easily but this is only usable in Gemini Decks.
 
                               Rating: 2 | INOV-EN049 | Xyz Monster
Dark Requiem Xyz Dragon
DARK | Dragon-Type Xyz | Rank 5 | ATK 3000 | DEF 2500
3 Level 5 monsters
If this card has "Dark Rebellion Xyz Dragon" as Xyz Material, it gains these effects.
● Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; change its ATK to 0, and if you do, this card gains ATK equal to that monster's original ATK.
● During either player's turn, when your opponent activates a monster effect: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card, then you can Special Summon 1 Xyz Monster from your Graveyard.
(Secret Rare)


So Dark Rebellion got upgraded here but unless you Rank-Up to it, it's not going to help you at all given that both effects require you to have Dark Rebellion as Xyz Material.
 
                               Rating: 2 | INOV-EN048 | Synchro Monster
Denglong, First of the Yang Zing
LIGHT | Wyrm, Synchro and Tuner | Level 5 | ATK 0 | DEF 2800
1 Tuner + 1 or more non-Tuner monsters
If this card is Special Summoned: You can add 1 "Yang Zing" card from your Deck to your hand. Once per turn: You can send 1 Wyrm-Type monster from your Deck to the Graveyard; this card's Level becomes the sent monster's. If this face-up card leaves the field: You can Special Summon 1 "Yang Zing" monster from your Deck. You can only Special Summon "Denglong, First of the Yang Zing(s)" once per turn.
(Ultra Rare)


The DEF will keep it around for a while and you'll add to your arsenal with the effect right away but there are very few Wyrm monsters that are any good and while you'll also get to replace it when it leaves the field, you're not allowed to bring out more than one copy per turn.
 
                               Rating: 1 | INOV-EN047 | Synchro Monster
Aromaseraphy Rosemary
LIGHT | Plant-Type Synchro | Level 5 | ATK 2000 | DEF 900
1 Tuner + 1 or more non-Tuner monsters
While your LP is higher than your opponent's, all Plant-Type monsters you control gain 500 ATK and DEF. Once per turn, if you gain LP: Target 1 face-up card your opponent controls; that face-up card has its effects negated until the end of this turn.
(Rare)


This'd only be remotely good in LP Gain Decks but I wouldn't even recommend it there given it gives a measly 500 ATK and DEF boost and negates only one card's effects for the turn.
 
                               Rating: 2 | INOV-EN046 | Synchro Monster
Crystron Phoenix
WATER | Machine-Type Synchro | Level 9 | ATK 2800 | DEF 2000
1 Tuner Synchro Monster + 1 or more non-Tuner Synchro Monsters
If this card is Synchro Summoned: You can banish all Spell and Trap Cards your opponent controls and in their Graveyard. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 other monster in your Graveyard; Special Summon it.
(Ultra Rare)


It's practically an Accel Synchro monster because it requires Synchro Monsters as the Synchro Materials but even if it hits the field, your opponent can still fight back with the very cards this tries to get rid of.
 
                               Rating: 2 | INOV-EN045 | Synchro Monster
Crystron Ametrix
WATER | Machine-Type Synchro | Level 5 | ATK 2500 | DEF 1500
1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned: You can change all face-up Special Summoned monsters your opponent controls to Defense Position. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 "Crystron" monster in your Graveyard, except a Synchro Monster; Special Summon it.
(Super Rare)


Perhaps this one should've been the higher rarity given that it can put all your opponent's Special Summoned monsters in Defnese Mode, where they'll likely be more vulnerable. Plus, should this card ever get destroyed, it can replace itself with one of its friends that isn't a Synchro Monster.
 
                               Rating: 2 | INOV-EN044 | Synchro Monster
Crystron Quandax
WATER | Machine, Synchro and Tuner | Level 4 | ATK 1800 | DEF 2000
1 Tuner + 1 or more non-Tuner monsters
During your opponent's Main Phase or Battle Phase, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using Materials including this card you control (this is a Quick Effect). If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 "Crystron" monster in your Graveyard, except a Synchro Monster; Special Summon it.
(Ultra Rare)


As I've said before, Synchro Summons during your opponent's turn are pretty well pointless, even if they do have good effects. This guy doesn't have much aside from that though.
 
                               Rating: 2 | INOV-EN043 | Synchro Monster
Flower Cardian Boardefly
DARK | Warrior-Type Synchro | Level 6 | ATK 2000 | DEF 2000
1 Tuner + 2 non-Tuner monsters
If a "Flower Cardian" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn: You can banish 1 "Flower Cardian" monster from your Graveyard; until the end of your opponent's next turn, your opponent cannot activate effects of cards in the Graveyard, also they cannot Special Summon monsters from the Graveyard.
(Rare)


It inflicts piercing battle damage but you're forced to use 2 non-Tuners and not even Flower Cardians have that many to use since their Levels are so high. The other effects aren't that bad either but will require you to run this with its friends.
 
                               Rating: 2 | INOV-EN042 | Synchro Monster
Superheavy Samurai Ninja Sarutobi
EARTH | Machine-Type Synchro | Level 8 | ATK 2000 | DEF 2800
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. Once per turn, during either player’s turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card on the field; destroy it, and if you do, inflict 500 damage to your opponent.
(Rare)


The only remotely good thing about this guy is it can attack while in Defense Mode, though even Big Benkei can do that and is not only much easier to bring out but has higher DEF.
 
                               Rating: 2 | INOV-EN041 | Fusion Monster
Meteor Black Comet Dragon
DARK | Dragon-Type Fusion | Level 8 | ATK 3500 | DEF 2000
1 Level 7 "Red-Eyes" monster + 1 Level 6 Dragon-Type monster
If this card is Fusion Summoned: You can send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard, and if you do, inflict damage to your opponent equal to half the original ATK of that monster. If this card is sent from the Monster Zone to the Graveyard: You can target 1 Normal Monster in your Graveyard; Special Summon it.
(Ultra Rare)


It's asking for quite a bit not only to bring it out but in regards to either effect and the strongest Red-Eyes monster you can send is Darkness Metal, which means 1400 damage to your opponent, which is more than some cards deal but the last effect is limited to Normal Monsters.
 
                               Rating: 2 | INOV-EN040 | Fusion Monster
Metalfoes Mithrilium
FIRE | Psychic-Type Fusion | Level 6 | ATK 2600 | DEF 1000
1 "Metalfoes" monster + 1 Pendulum Monster
You can target 2 "Metalfoes" cards in your Graveyard and 1 card on the field; shuffle the targets from your Graveyard into the Deck, and if you do, return the target on the field to the hand. You can only use this effect of "Metalfoes Mithrilium" once per turn. If this card is sent from the field to the Graveyard: You can Special Summon 1 "Metalfoes" Pendulum Monster from your Graveyard or face-up from your Extra Deck.
(Ultra Rare)


You'll possibly have a Metalfoes Pendulum monster face-up on your Extra Deck just from bringing this guy out but both effects are pretty mediocre for an Ultra Rare.
 
                               Rating: 2 | INOV-EN039 | Fusion Monster
Fullmetalfoes Alkahest
FIRE | Psychic-Type Fusion | Level 1 | ATK 0 | DEF 0
1 "Metalfoes" monster + 1 Normal Monster
Must be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn, during your opponent's turn: You can target 1 Effect Monster on the field; equip that target to this card (this is a Quick Effect). This card gains DEF equal to the combined original ATK of the monsters equipped to it by this effect. You can use monsters you control equipped to this card you control as Fusion Materials for the Fusion Summon of a "Metalfoes" Fusion Monster that lists them as Materials.
(Secret Rare)


Its ATK and DEF are as weak as they possibly can be but much like Relinquished and Thousand-Eyes Restrict, this guy can snatch monsters and gain their ATK, though only for its DEF. I'm not so sure the 2nd effect is going to be worthwhile though since Metalfoes Fusions tend to be somewhat specific. Plus I don't think you'll want to give them up when that means this guy losing the DEF it gained.
 
                               Rating: 2 | INOV-EN038 | Fusion Monster
Starving Venom Fusion Dragon
DARK | Dragon-Type Fusion | Level 8 | ATK 2800 | DEF 2000
2 DARK monsters on the field, except Tokens
If this card is Fusion Summoned: You can make this card gain ATK equal to 1 Special Summoned monster your opponent controls, until the end of this turn. Once per turn: You can target 1 Level 5 or higher monster your opponent controls; until the end of this turn, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. If this Fusion Summoned card is destroyed: You can destroy all Special Summoned monsters your opponent controls.
(Secret Rare)


Unfortunately, the ATK gain is just for the turn it hits the field and that's only if your opponent controls a Special Summoned monster. Furthermore, the 2nd effect requires your opponent to control a Level 5 or higher monster just to adapt that monster's name and effects. The only real plus to using this is the very last effect, which has a higher chance of success.
 
                               Rating: 2 | INOV-EN037 | Ritual Monster
Sauravis, the Ancient and Ascended
LIGHT | Dragon-Type Ritual | Level 7 | ATK 2600 | DEF 2800
You can Ritual Summon this card with "Sprite's Blessing". During either player's turn, when your opponent activates a card or effect that targets a monster you control: You can discard this card; negate the activation. During either player's turn, when your opponent would Special Summon a monster(s): You can return this card from your field to the hand; negate the Special Summon, and if you do, banish that
monster(s).
(Secret Rare)


Looks like we're going back down the road the way of the Nekroz archetype because those all pretty much sucked and allowed you to discard themselves to negate one threat. However, she adds an additional crappy ability by prompting you to undo the effort it took to get her out in order to stop one Special Summon when Black Horn of Heaven will do that for free.
 
                               Rating: 3 | INOV-EN036 | Ritual Monster
Cyber Angel Vrash
LIGHT | Fairy-Type Ritual | Level 10 | ATK 3000 | DEF 2000
You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can destroy as many face-up monsters your opponent controls as possible that were Special Summoned from the Extra Deck, and if you do, inflict 1000 damage to your opponent for each, and if you do that, this card can make a second attack during each Battle Phase this turn. Once per turn, during either player's turn, when a card or effect is activated that would destroy a card on the field: You can shuffle 1 Ritual Monster from your Graveyard into the Deck; negate the activation, and if you do, destroy that card.
(Super Rare)


The 2nd effect is less likely to be used but the first effect has a pretty high chance of at least greatly reducing your opponent's arsenal of monsters and their LP.
 
                               Rating: 3 | INOV-EN035 | Effect Monster
Fairy Tail - Sleeper
LIGHT | Spellcaster-Type Flip | Level 4 | ATK 1850 | DEF 1000
FLIP: You can Special Summon 1 monster from your hand.
During either player's turn, when your opponent activates a Normal Spell/Trap Card: You can Tribute 1 other monster; the activated effect becomes "Change 1 face-up monster your opponent controls to face-down Defense Position". You can only use this effect of "Fairy Tail - Sleeper" once per turn.
(Short Print Common)


If you can get it to survive while face-down, then you'll likely have plenty to choose from with the effect and she's also a strong Level 4 Honest target.
 
                               Rating: 1 | INOV-EN034 | Pendulum Monster
Pandora's Jewelry Box
DARK | Wyrm-Type Pendulum | Level 4 | ATK 1500 | DEF 1500 | Scale 4
While you have no cards in your Extra Deck: You can target 1 card in your opponent's Pendulum Zone; destroy it, and if you do, place this card in your opponent's Pendulum Zone.

While you have no cards in your Extra Deck, draw 2 cards instead of 1 for your normal draw during your Draw Phase.
(Short Print Common)


If anything, the monster follows the very story it's based on because it has just as much negativity to offer you.
 
                               Rating: 2 | INOV-EN033 | Effect Monster
Torque Tune Gear
LIGHT | Machine, Union and Tuner | Level 1 | ATK 0 | DEF 0
Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is treated as a Tuner, it gains 500 ATK and DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
(Super Rare)


Though it's already a Tuner monster, it doesn't offer anything else as a standalone monster so you might as well equip it and help out one of your other monsters on the field. Plus it's also a Union monster so it has support with Frontline Base and whatnot.
 
                               Rating: 2 | INOV-EN032 | Effect Monster
Doki Doki
EARTH | Rock | Level 2 | ATK 500 | DEF 500
You can discard 1 Rock-Type monster; Special Summon from your Deck, 1 Rock-Type monster that has the same original Attribute and Level as that monster, in face-up Attack Position or face-down Defense Position. You can only use this effect of "Doki Doki" once per turn.
(Common)


You won't be able to discard Valkyrion to bring out another copy as that monster has a summoning requirement to be met first but with the release of Structure Deck: Yugi Muto, you do have some new options than you would otherwise not have.
 
                               Rating: 2 | INOV-EN031 | Effect Monster
Aromaseraphy Angelica
LIGHT | Plant-Type Tuner | Level 1 | ATK 0 | DEF 0
During either player's turn: You can discard this card, then target 1 "Aroma" monster in your Graveyard; gain LP equal to that target's ATK. While your LP is higher than your opponent's, you control an "Aroma" monster, and this card is in your Graveyard: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Aromaseraphy Angelica" once per turn.
(Common)


Armoage monsters aren't all that strong with the exception of the new Synchro Monster in this set but if nothing else, this guy is a Tuner.
 
                               Rating: 2 | INOV-EN030 | Effect Monster
Graydle Slime Jr.
WATER | Aqua-Type Tuner | Level 2 | ATK 0 | DEF 2000
When this card is Normal Summoned: You can target 1 "Graydle" monster in your Graveyard; for the rest of this turn, you cannot Special Summon other monsters, except WATER monsters, also Special Summon that monster, then you can Special Summon from your hand, 1 Aqua-Type monster with the same Level as the monster Special Summoned by this card's effect. When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Graydle" monster from your Deck.
(Common)


Graydles have proven to be at least decent in some aspects and this'll help make them a bit more decent, though it does limit you to Special Summoning WATER monsters the turn its effect is used.
 
                               Rating: 1 | INOV-EN029 | Effect Monster
PSY-Frame Multi-Threader
LIGHT | Psychic | Level 6 | ATK 0 | DEF 2500
This card's name becomes "PSY-Frame Driver" while it is in the hand or Graveyard. If a "PSY-Frame" card(s) you control would be destroyed by battle or card effect, you can discard this card instead. If a "PSY-Frame" Tuner is Special Summoned to your field, while this card is in your Graveyard (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "PSY-Frame Multi-Threader" once per turn.
(Common)


I'd rather use the original PSY-Frame Driver because that at least has some decent ATK and none of the other PSY-Frame monsters are even remotely playable.
 
                               Rating: 2 | INOV-EN028 | Effect Monster
Meteor Dragon Red-Eyes Impact
DARK | Dragon-Type Gemini | Level 6 | ATK 1800 | 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.
● Other "Red-Eyes" monsters you control cannot be destroyed by battle or card effects.
(Rare)


Only a small handful of Red-Eyes monsters are good enough to use with this but this guy doesn't allow himself to be one of them, nor with his effect.
 
                               Rating: 2 | INOV-EN027 | Effect Monster
Poly-Chemicritter Hydragon
WATER | Dragon-Type Gemini | Level 6 | ATK 200 | DEF 2800
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 these effects.
● When another Gemini monster is Normal Summoned: You can make that monster gain 500 ATK and DEF.
● If a Gemini monster(s) you control would be destroyed by a card effect, you can destroy 1 other card you control instead.
(Common)


Perhaps the better choice, though at the same time best working with Dioxogre to lock in your Gemini monster summoning and power them up but this guy doesn't have much apart from the 2800 DEF.
 
                               Rating: 2 | INOV-EN026 | Effect Monster
Poly-Chemicritter Dioxogre
DARK | Fiend-Type Gemini | Level 6 | ATK 2800 | DEF 200
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 these effects.
● The Normal Summon of a Gemini monster cannot be negated.
● Once per turn: You can banish 1 Gemini monster from your Graveyard, then target 1 card your opponent controls; destroy it.
(Rare)


As with any high-Level Gemini, you'll be putting in more effort if you wish to get the Gemini effects, which in this case aren't all that bad but this guy is a little short of being decent.
 
                               Rating: 3 | INOV-EN025 | Effect Monster
Chemicritter Oxy Ox
WIND | Beast-Type Gemini | Level 2 | ATK 0 | DEF 2100
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.
● During your Main Phase: You can Special Summon 1 Gemini monster from your hand, and if you do, all Gemini monsters you currently control become that monster's original Level until the end of this turn. You can only use this effect of "Chemicritter Oxy Ox" once per turn.
(Common)


Gotta give this guy more credit than the other two because not only does it have 2100 DEF but lets you Special Summon Gemini monsters and have the others adapt to that new monster's Level, making it easy to Xyz Summon even high Ranked Xyz Monsters.
 
                               Rating: 2 | INOV-EN024 | Effect Monster
Chemicritter Carbo Crab
FIRE | Aqua-Type Gemini | Level 2 | ATK 700 | DEF 1400
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.
● During your Main Phase: You can send 1 Gemini monster from your Deck to the Graveyard, then add 1 Gemini monster from your Deck to your hand. You can only use this effect of "Chemicritter Carbo Crab" once per turn.
(Common)


A bit better than Hydro Hawk because you'll get your Grave setup to revive 1 Gemini while fetching another from your Deck, though this guy is also pretty weak.
 
                               Rating: 2 | INOV-EN023 | Effect Monster
Chemicritter Hydron Hawk
WATER | Winged Beast-Type Gemini | Level 2 | ATK 1400 | DEF 700
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.
● You can discard 1 card, then target 1 Gemini monster in your Graveyard; Special Summon it in Defense Position. You can only use this effect of "Chemicritter Hydron Hawk" once per turn.
(Common)


Geminis get some new friends in the form of Chemicritters but this guy probably shouldn't be your first choice to join them.
 
                               Rating: 3 | INOV-EN022 | Pendulum Monster
Raremetalfoes Bismugear
FIRE | Psychic-Type Pendulum | Level 1 | ATK 0 | DEF 0 | Scale 8
Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 "Metalfoes" Spell/Trap Card directly from your Deck.

If this card on the field is destroyed by battle or card effect: You can add 1 "Metalfoes" monster from your Deck to your hand during the End Phase of this turn. You can only use this effect of "Raremetalfoes Bismugear" once per turn.
(Common)


Following typical Metalfoes and Ignite proceedure, this guy sacrifices one of your cards to get support for itself but its high Scale is the main reason it gets 3 out of 5.
 
                               Rating: 2 | INOV-EN021 | Effect Monster
True King Bahrastos, the Fathomer
WATER | Wyrm | Level 9 | ATK 1800 | DEF 3000
If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a WATER monster, and if you do, Special Summon this card, and if you do that, you can banish up to 2 Spell/Trap Cards from your opponent's field and/or Graveyard, if both the destroyed monsters were WATER. If this card is destroyed by card effect: You can Special Summon 1 non-WATER Wyrm-Type monster from your Deck in Defense Position. You can only use each effect of "True King Bahrastos, the Fathomer" once per turn.
(Ultra Rare)


A regular WATER-based Deck could make use of this but you won't be able to use the last effect. At least it can be Summoned other ways too.
 
                               Rating: 3 | INOV-EN020 | Effect Monster
Crystron Rosenix
WATER | Machine | Level 4 | ATK 1800 | DEF 1000
You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters, also, destroy that card, and if you do, Special Summon 1 "Crystron" Tuner from your Deck. You can banish this card from your Graveyard; Special Summon 1 "Crystron Token" (Machine-Type/WATER/Level 1/ATK 0/DEF 0), but it cannot be Tributed. You can only use 1 "Crystron Rosenix" effect per turn, and only once that turn.
(Common)


Now this is an ideal choice for WATER, Machine, Beatstick or Crystron Decks.
 
                               Rating: 2 | INOV-EN019 | Effect Monster
Crystron Thystvern
WATER | Machine | Level 3 | ATK 1500 | DEF 1500
You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters, also, destroy that card, and if you do, Special Summon 1 "Crystron" Tuner from your Deck. You can banish this card from your Graveyard; add 1 "Crystron" monster from your Deck to your hand, except "Crystron Thystvern". You can only use 1 "Crystron Thystvern" effect per turn, and only once that turn.
(Common)


Like the other two cards, this guy can make himself self-destruct to get help from its friends and has the highest ATK of Crystrons so far.
 
                               Rating: 2 | INOV-EN018 | Effect Monster
Crystron Smiger
WATER | Machine | Level 3 | ATK 1000 | DEF 1800
You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters, also, destroy that card, and if you do, Special Summon 1 "Crystron" Tuner from your Deck. You can banish this card from your Graveyard; add 1 "Crystron" Spell/Trap Card from your Deck to your hand. You can only use 1 "Crystron Smiger" effect per turn, and only once that turn.
(Common)


Not much to say about this guy that hasn't been said about Prasiortle but it's DEF is a bit lower and can search out the Crystron Spell/Trap Cards.
 
                               Rating: 2 | INOV-EN017 | Effect Monster
Crystron Prasiortle
WATER | Machine | Level 2 | ATK 500 | DEF 2000
You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters, also, destroy that card, and if you do, Special Summon 1 "Crystron" Tuner from your Deck. You can banish this card from your Graveyard; Special Summon 1 "Crystron" monster from your hand. You can only use 1 "Crystron Prasiortle" effect per turn, and only once that turn.
(Common)


His 2000 DEF better ensures you can use the effect but it's not that great of an effect since you're limited to Crystron Tuners and Machine-Type Synchro Monsters.
 
                               Rating: 2 | INOV-EN016 | Effect Monster
Crystron Citree
WATER | Machine-Type Tuner | Level 2 | ATK 500 | DEF 500
During your opponent's Main Phase or Battle Phase: You can target 1 non-Tuner monster in your Graveyard; Special Summon it, but it has its effects negated (if any), and if you do, immediately after this effect resolves, Synchro Summon 1 Machine-Type Synchro Monster using only that monster and this card (this is a Quick Effect). These Synchro Materials are banished instead of being sent to the Graveyard. You can only use this effect of "Crystron Citree" once per turn.
(Ultra Rare)


Need another reason not to Synchro Summon during your opponent's turn? This guy banishes the Synchro Materials and also limits you to Synchro Summoning Machine-Type monsters.
 
                               Rating: 2 | INOV-EN015 | Effect Monster
Crystron Quan
WATER | Machine-Type Tuner | Level 1 | ATK 500 | DEF 500
During your opponent's Main Phase or Battle Phase: You can Special Summon 1 non-Tuner monster from your hand, but it has its effects negated (if any), and if you do, immediately after this effect resolves, Synchro Summon 1 Machine-Type Synchro Monster using only that monster and this card (this is a Quick Effect). You can only use this effect of "Crystron Quan" once per turn.
(Super Rare)


You'd be better off just Special Summoning the non-Tuner because Synchro Summoning won't leave you with much to defend you, not to mention you cannot attack with it either and are limited to Machine-Type monster Synchros.
 
                               Rating: 2 | INOV-EN014 | Effect Monster
Flower Cardian Peony with Butterfly
DARK | Warrior-Type Tuner | Level 6 | ATK 1000 | DEF 1000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Flower Cardian" monster, except "Flower Cardian Peony with Butterfly". If this card is Special Summoned: Draw 1 card, and if you do, show it, then, if it is a "Flower Cardian" monster, look at the top 3 cards of your opponent's Deck, then place them all on the top or bottom of the Deck in any order. Otherwise, send it to the Graveyard. When this card is used as Synchro Material, you can treat it and all other Synchro Materials (that have a Level) as Level 2 monsters.
(Common)


Though it too has the same lousy Summning requirements and gamble effect, it is also a Tuner monster and can treat the other monsters as Level 2, which can be helpful.
 
                               Rating: 1 | INOV-EN013 | Effect Monster
Flower Cardian Maple with Deer
DARK | Warrior | Level 10 | ATK 1000 | DEF 1000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Flower Cardian" monster, except "Flower Cardian Maple with Deer". If this card is Special Summoned: Draw 1 card, and if you do, show it, then, if it is a "Flower Cardian" monster, you can destroy 1 Spell/Trap Card your opponent controls. Otherwise, send it to the Graveyard.
(Common)


Really? A Level 10 monster that is literally a carbon copy of Clover with Boar? It should remain on the ground with all other leaves this time of year as it's no good in anyone's Deck.
 
                               Rating: 1 | INOV-EN012 | Effect Monster
Flower Cardian Clover with Boar
DARK | Warrior | Level 7 | ATK 1000 | DEF 1000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Flower Cardian" monster, except "Flower Cardian Clover with Boar". If this card is Special Summoned: Draw 1 card, and if you do, show it, then, if it is a "Flower Cardian" monster, you can destroy 1 monster your opponent controls. Otherwise, send it to the Graveyard.
(Common)


A waste of a Tribute to bring out this pitiful excuse of a monster, especially since the only effect you get is a risky game of chance.
 
                               Rating: 2 | INOV-EN011 | Effect Monster
Cipher Mirror Knight
LIGHT | Warrior | Level 4 | ATK 0 | DEF 0
When a "Cipher" monster you control is destroyed by battle and sent to your Graveyard: You can discard this card; send 1 card from your hand or field to the Graveyard, and if you do, Special Summon that destroyed monster. During the End Phase, if this card is in the Graveyard because it was sent there this turn: You can add 1 "Cipher" card from your Deck to your hand. You can only use this effect of "Cipher Mirror Knight" once per turn.
(Common)


Summoning or Setting it is pretty much a last resort because those stats are pitiful and it doesn't offer anything for when it's face-up anyway, though the last effect is pretty slow.
 
                               Rating: 2 | INOV-EN010 | Effect Monster
Cipher Twin Raptor
LIGHT | Machine | Level 4 | ATK 1600 | DEF 800
If your opponent controls a face-up monster that was Special Summoned from the Extra Deck and you control no monsters, you can Special Summon this card (from your hand). You can discard 1 card; Special Summon 1 "Cipher" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of this turn, except "Cipher" monsters. You can only use this effect of "Cipher Twin Raptor" once per turn.
(Common)


You'll probably meet this card's requirements to Special Summon itself quite easily given all the Extra Deck heavy Decks that exist these days but you're limited to Special Summoning Cipher monsters for that turn if you bring out one of its friends.
 
                               Rating: 2 | INOV-EN009 | Effect Monster
Superheavy Samurai Soulpeacemaker
EARTH | Machine | Level 1 | ATK 0 | DEF 0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. You can Tribute a monster you control equipped with this card by this card's effect; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soulpeacemaker" once per turn.
(Rare)


It can help get Big Benkei out, which is still the main powerhouse of the Main Deck monsters with 3500 DEF to use during the Damage Step but its lack of any ATK or DEF makes it quite vulnerable on the field.
 
                               Rating: 2 | INOV-EN008 | Effect Monster
Predaplant Squid Drosera
DARK | Plant | Level 2 | ATK 800 | DEF 400
You can send this card from your hand to the Graveyard, then target 1 face-up monster you control; this turn, it can attack all monsters your opponent controls with a Predator Counter, once each. If this face-up card leaves the field: Place 1 Predator Counter on each Special Summoned monster your opponent controls, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter.
(Common)


The counters themselves won't do much to your opponent's monsters but have them on your opponent's monsters and this won't be too bad.
 
                               Rating: 2 | INOV-EN007 | Effect Monster
Predaplant Moray Nepenthes
DARK | Plant | Level 2 | ATK 1600 | DEF 1000
This card gains 200 ATK for each Predator Counter on the field. When this card destroys an opponent's monster by battle: You can equip that monster to this card. Once per turn: You can target 1 Monster Card equipped to this card by this card's effect; destroy it, and if you do, gain LP equal to its original ATK.
(Common)


It'll likely need help from one of its friends, which are so few at the moment to have a higher chance at equiping itself with its destroyed foe, though only 200 extra ATK will put it among the ranks of regular beatstick monsters.
 
                               Rating: 2 | INOV-EN006 | Effect Monster
Predaplant Flytrap
DARK | Plant | Level 2 | ATK 400 | DEF 800
Once per turn: You can target 1 face-up monster your opponent controls; place 1 Predator Counter on it, and if it is Level 2 or higher, it becomes Level 1 as long as it has a Predator Counter. At the start of the Damage Step, when this card battles a monster with an equal or lower Level: You can destroy that monster, then increase this card's Level by the original Level of the destroyed monster.
(Rare)


The more monsters it destroys by its effect the higher its Level will become and getting the counter on it is quite easy and once it has the counter, it'll always be a lower Level. If the effect is negated though, it's little more than a weed.
 
                               Rating: 2 | INOV-EN005 | Pendulum Monster
Performapal Changeraffe
EARTH | Beast-Type Pendulum | Level 1 | ATK 100 | DEF 500 | Scale 5
When exactly 1 monster you control (and no other cards) is destroyed by battle: You can destroy this card, and if you do, Special Summon that monster destroyed by battle in Attack Position, and if you do that, it cannot be destroyed by battle this turn (even if this card leaves the field).

When this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; while this card is face-up on the field, that face-up monster cannot attack, also negate the effects of that face-up monster while it is on the field.
(Common)


It won't last very long to use or maintain its Monster Text effect but the Pendulum Text effect isn't too bad.
 
                               Rating: 2 | INOV-EN004 | Pendulum Monster
Performapal Seal Eel
WATER | Fish-Type Pendulum | Level 1 | ATK 100 | DEF 100 | Scale 3
Once per turn: You can target 1 face-up monster your opponent controls; that face-up monster has its effects negated until the end of this turn (even if this card leaves the field).

When this card is Normal or Special Summoned: You can target 1 Set Spell/Trap Card your opponent controls; that Set card cannot be activated this turn. Neither player can activate cards or effects in response to this effect's activation.
(Common)


The weakest monster in this set so far but if there's a card on the field that's giving you grief, this can help, though not for long.
 
                               Rating: 2 | INOV-EN003 | Effect Monster
Performapal Flip Hippo
EARTH | Beast | Level 3 | ATK 800 | DEF 800
When this card is Normal Summoned: You can Special Summon 1 "Performapal" monster from your hand, but it has its effects negated until the end of this turn. Once per turn: You can change all monsters you control to Defense Position.
(Common)


It's no stronger than its original counterpart Hip Hippo and isn't as versatile as that monster but may be somewhat usable in Performapal Decks.
 
                               Rating: 2 | INOV-EN002 | Pendulum Monster
Performapal Whim Witch
DARK | Spellcaster-Type Pendulum | Level 3 | ATK 800 | DEF 800 | Scale 4
If your opponent controls a face-up monster that was Special Summoned from the Extra Deck and you do not: You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Performapal Whim Witch" once per turn.

This card can be treated as 2 Tributes for the Tribute Summon of a Pendulum Monster.
(Rare)


With many Decks these days having Extra Decks with monsters that are Summoned from there, this may pretty easily become Tribute fodder but she doesn't really offer anything else decent.
 
                               Rating: 2 | INOV-EN001 | Normal Monster
Dragon Core Hexer
DARK | Dragon-Type Tuner | Level 8 | ATK 2300 | DEF 3000
Many years of dragonslaying have bathed this huntress in countless amounts of blood. Each drop gave her more power, but at a terrible price, as her cursed body now spreads the dragontaint like an epidemic. No village will take her in, and she no longer even remembers what inspired her crusade in the first place.
(Rare)


She should be thankful she's a Tuner monster because otherwise, I'd have no problem rating her the lowest rating I offer but even that is little consolation given that she really doesn't offer much else.
 
                               Rating: 2 | INOV-EN000 | Trap Card
Space Dragster
Continuous Trap
Special Summon this card as an Effect Monster (Machine-Type/Tuner/FIRE/Level 1/ATK 0/DEF 1800). (This card is also still a Trap Card.) If Summoned this way, other Tuners you control cannot be destroyed by battle or your opponent's card effects while this card is in the Monster Zone.
(Rare)


It becomes a Tuner monster once activated and doesn't have the worst DEF for its given Level as a monster but doesn't protect itself from destruction and having multiple Tuner monsters out is generally pointless.