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Phantom Rage (PHRA-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2. Card gallery:
https://yugipedia.com/wiki/Set_Card_Galleries:Phantom_Rage_(TCG-EN-1E)
                               Rating: 2 | PHRA-EN100 | Link Monster
Hiita the Fire Charmer, Ablaze
FIRE | Spellcaster-Type Link | ATK 1850 | Link-2
Active Link Arrow(s):
Bottom-Left and Bottom-Right
2 monsters, including a FIRE monster
(This card is always treated as a "Familiar-Possessed" card.)
You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" once per turn.
(Starlight Rare)


So they've abruptly stopped reprinting hand traps (cards like Effect Veiler that activate their effects in the hand) so they can reprint mediocre Link Monsters that were recently reprinted. It's not only pointless but now also even more baffling because it could've been with the Spirit Charmers Structure Deck.
 
                               Rating: 1 | PHRA-EN099 | Effect Monster
Virtual World Hime - Nyannyan
WIND | Psychic |
Level 3 | ATK 1500 | DEF 1500
If a Level 3 monster(s) is Normal or Special Summoned to your field while this card is in your GY (except during the Damage Step): You can Special Summon this card as a Tuner, but banish it when it leaves the field, also for the rest of this turn, you can only Special Summon Level/Rank 3 or higher monsters. If this card is banished: You can target 1 of your other banished cards; shuffle it into the Deck. You can only use each effect of "Virtual World Hime - Nyannyan" once per turn.
(Common)


If you looked at the stats and assumed searchability was going to give it more than a 1, you'd be mistaken. If the rest doesn't hold up (which they don't), then being searchable is irrelevent.
 
                               Rating: 1 | PHRA-EN098 | Xyz Monster
Virtual World Dragon - Longlong
EARTH | Wyrm-Type Xyz |
Rank 3 | ATK 2400 | DEF 2000
2+ Level 3 monsters with the same Type and Attribute
Your opponent cannot target this card with card effects while it has Xyz Material. When your opponent activates the effect of a monster with an Attribute that is not on their field, while they control a face-up monster (Quick Effect): You can detach 2 materials from this card; negate the activation. You can only use this effect of "Virtual World Dragon - Longlong" once per turn.
(Super Rare)


The effect, which is the only one it has, is much too situational to be used reliably and that's with needing Level 3 Xyz Materials.
 
                               Rating: 2 | PHRA-EN097 | Synchro Monster
Virtual World Beast - Jiujiu
WIND | Psychic-Type Synchro | Level 6 | ATK 2400 | DEF 1700
1 Tuner + 1+ non-Tuner monsters
Cannot be destroyed by battle or card effects while you have 2 or more monsters in your GY with the same original Type and Attribute, but different names. You can banish 2 monsters from your GY with the same original Type and Attribute, but different names, then target 1 card on the field; send it to the GY. You can only use this effect of "Virtual World Beast - Jiujiu" once per turn.
(Super Rare)


Beatdown Decks likely will have multiple copies of the same monster so at least the first effect is pretty much a guarantee. The other effect isn't even worth using when Karakuri Ninja Sazank does it when flipped face-up after being Set, is searchable and more easily played.
 
                               Rating: 1 | PHRA-EN096 | Trap Card
Myutant Expansion
Continuous Trap
When you activate this card: You can take 1 Level 4 or lower "Myutant" monster from your Deck, and either add it to your hand or Special Summon it. If a Level 8 or higher "Myutant" monster(s) you control would be destroyed by card effect, you can banish this card you control instead. You can only activate 1 "Myutant Expansion" per turn.
(Common)


"I have good news and bad news, Mr. and Mrs. Myutant. The good news is the bad news is brief. The bad news is that your entire family will always lose in battle."
 
                               Rating: 1 | PHRA-EN095 | Trap Card
Myutant Clash
Continuous Trap
When you activate this card: You can target 1 Effect Monster your opponent controls; banish 1 "Myutant" monster from your GY, and if you do, negate its effect until the end of this turn (even if this card leaves the field). When your Level 8 or higher "Myutant" monster destroys an opponent's monster by battle: You can draw 1 card. You can only use this effect of "Myutant Clash" once per turn. You can only activate 1 "Myutant Clash" per turn.
(Common)


It's not a clash of the titans. It's a clash of 1 bad idea vs a better idea at best.
 
                               Rating: 1 | PHRA-EN094 | Spell Card
Myutant Blast
Equip Spell
Equip only to a Level 8 or higher "Myutant" monster you control. At the start of the Damage Step, if the equipped monster attacks an opponent's Special Summoned monster: You can banish that opponent's monster. While this card is equipped to a monster: You can banish this card; send the monster this card was equipped to the GY, and if you do, Special Summon 1 Level 8 "Myutant" monster with a different original Attribute from your hand or Deck. You can only use this effect of "Myutant Blast" once per turn.
(Common)


Or you could just banish the opponent's monster regardless of where it came from without having to attack.
 
                               Rating: 1 | PHRA-EN093 | Spell Card
Myutant Fusion
Normal Spell
Fusion Summon 1 "Myutant" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or field. If your opponent has activated a card or effect this turn, you can use up to 1 monster each from your Deck and GY as Fusion Material. You can only activate 1 "Myutant Fusion" per turn.
(Common)


Must've come from the Myutant "evolution" Lab because it tried to make a better Polymerization and failed miserably.
 
                               Rating: 1 | PHRA-EN092 | Spell Card
Myutant Evolution Lab
Field Spell
When this card is activated: You can Special Summon 1 of your Level 4 or lower "Myutant" monsters from your hand or that is banished. "Myutant" monsters you control gain 100 ATK for each of your banished "Myutant" cards with different names. Once per turn, during your Main Phase: You can place 1 "Myutant" monster from your hand on the bottom of the Deck, and if you do, draw 1 card. You can only activate 1 "Myutant Evolution Lab" per turn.
(Ultra Rare)


What evolution? A mere 100 ATK per banished Myutant with different name? I don't think so and certainly not for its rarity either, nor for its other effects.
 
                               Rating: 1 | PHRA-EN091 | Fusion Monster
Myutant Ultimus
DARK | Psychic-Type Fusion | Level 10 | ATK 3500 | DEF 3000
3 Level 8 or higher "Myutant" monsters
When a card or effect is activated (Quick Effect): You can banish 1 "Myutant" card from your hand, GY, or face-up field, of the same type (Monster, Spell, or Trap); negate the activation, and if you do, banish that card. If this Fusion Summoned card you control is destroyed by an opponent's card: You can add up to 3 of your banished "Myutant" cards (up to 1 each of Monster, Spell, and Trap) to your hand. You can only use each effect of "Myutant Ultimus" once per turn.
(Secret Rare)


This is allegedly their strongest member but it's still no better than Arcana Knight Joker.
 
                               Rating: 1 | PHRA-EN090 | Fusion Monster
Myutant Synthesis
WATER | Psychic-Type Fusion | Level 9 | ATK 2500 | DEF 2000
2 "Myutant" monsters with different Attributes
If this card is Fusion Summoned: You can target 1 card on the field; destroy it. When your opponent activates a card or effect (Quick Effect): You can activate this effect; for the rest of this turn, this face-up card is unaffected by the effects of an opponent's cards of the same type (Monster, Spell, or Trap) as that card. If this Fusion Summoned card you control is destroyed by an opponent's card: You can add 1 of your banished "Myutant" cards to your hand. You can only use each effect of "Myutant Synthesis" once per turn.
(Super Rare)


This is basically a weaker version of Arcana Knight Joker, which also has Fusion Materials that support each other but have their own support like RotA. It's also easier to obtain.
 
                               Rating: 1 | PHRA-EN089 | Effect Monster
Myutant Arsenal
FIRE | Machine | Level 8 | ATK 3000 | DEF 1000
Cannot be Special Summoned, except with the effect of a "Myutant" card. Your opponent cannot target this card with Trap effects. You can only use each of the following effects of "Myutant Arsenal" once per turn. When your opponent activates a monster effect (Quick Effect): You can banish 1 card from your hand or field, then target 1 monster on the field; banish it. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 of your banished "Myutant" Spells; add it to your hand.
(Super Rare)


This must be from the other Hidden Arsenal set, the one no one wanted and stayed hidden until someone was dumb enough to release it. It's clearly had an effect on its playability. Maybe that's where all these myutants truly came from?
 
                               Rating: 1 | PHRA-EN088 | Effect Monster
Myutant Mist
WIND | Spellcaster | Level 8 | ATK 2700 | DEF 2900
Cannot be Special Summoned, except with the effect of a "Myutant" card. Your opponent cannot target this card with Spell effects. You can only use each of the following effects of "Myutant Mist" once per turn. When your opponent activates a Trap Card or effect (Quick Effect): You can banish 1 card from your hand or field; draw 2 cards. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 of your banished "Myutant" monsters; add it to your hand.
(Super Rare)


Konami has really proven they can't make good Archetypes haven't they? They sound interesting until you read their effects and all appeal is lost (if you're smart).
 
                               Rating: 1 | PHRA-EN087 | Effect Monster
Myutant Beast
EARTH | Beast | Level 8 | ATK 2400 | DEF 2400
Cannot be Special Summoned, except with the effect of a "Myutant" card. Your opponent cannot target this card with monster effects. You can only use each of the following effects of "Myutant Beast" once per turn. When your opponent activates a Spell Card or effect (Quick Effect): You can banish 1 card from your hand or field; negate the activation, and if you do, banish that card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 of your banished "Myutant" Traps; add it to your hand.
(Super Rare)


It can only negate effects once per turn and since it can't be Special Summoned outside of a crappy support card and has such bad stats for its Level, I see no point in using it at all.
 
                               Rating: 1 | PHRA-EN086 | Effect Monster
Myutant GB-88
WATER | Psychic | Level 4 | ATK 500 | DEF 500
During your opponent's Main Phase, if "Myutant Evolution Lab" is in your Field Zone (Quick Effect): You can Special Summon this card from your hand. If this card is Special Summoned during your opponent's turn: You can Tribute this card, then banish 1 card from your hand or face-up field; Special Summon 1 of your Level 8 "Myutant" monsters that is banished or in your GY. You can only use each effect of "Myutant GB-88" once per turn.
(Common)


This myutant octopus is little more than probably Fluffal Octopus in a dark room. Hardly a threat at all.
 
                               Rating: 1 | PHRA-EN085 | Effect Monster
Myutant ST-46
WATER | Psychic | Level 3 | ATK 500 | DEF 0
If this card is Normal or Special Summoned: You can add 1 "Myutant" Spell/Trap from your Deck to your hand. You can Tribute this card, then banish 1 card from your hand or face-up field; Special Summon 1 monster from your hand or Deck, based on the banished card.
● Monster: "Myutant Beast"
● Spell: "Myutant Mist"
● Trap: "Myutant Arsenal"
You can only use each effect of "Myutant ST-46" once per turn.
(Ultra Rare)


Sure. Just switch the ATK and DEF and tweak a few words of the effect. That makes a HUGE difference. >_>
 
                               Rating: 1 | PHRA-EN084 | Effect Monster
Myutant M-05
WATER | Psychic | Level 2 | ATK 0 | DEF 500
If this card is Normal or Special Summoned: You can add 1 "Myutant" monster from your Deck to your hand, except "Myutant M-05". You can Tribute this card, then banish 1 card from your hand or face-up field; Special Summon 1 monster from your hand or Deck, based on the banished card.
● Monster: "Myutant Beast"
● Spell: "Myutant Mist"
● Trap: "Myutant Arsenal"
You can only use each effect of "Myutant M-05" once per turn.
(Ultra Rare)


The bullets completely take away the usefulness of this card because as you'll soon see, these guys are clearly from the lab of Mephesto from South Park.
 
                               Rating: 2 | PHRA-EN083 | Synchro Monster
Periallis, Empress of Blossoms
LIGHT | Plant-Type Synchro | Level 7 | ATK 1600 | DEF 2400
1 Tuner + 1+ non-Tuner monsters
Gains 400 ATK for each Plant monster you control, except this card. During your Main Phase: You can Special Summon 1 Level 5 or higher Plant monster from your hand or GY in Defense Position, except "Periallis, Empress of Blossoms". You can only use this effect of "Periallis, Empress of Blossoms" once per turn.
(Common)


It isn't bad but it's specific to Plant Decks so pretty much useless as a whole.
 
                               Rating: 1 | PHRA-EN082 | Effect Monster
Jabbing Panda
WATER | Beast-Warrior | Level 3 | ATK 1500 | DEF 1000
If 2 or more Beast-Warrior monsters are on the field, you can Special Summon this card (from your hand). You can only Special Summon "Jabbing Panda" once per turn this way. If this card is sent from the field to your GY: You can target 1 face-up monster you control; it gains 500 ATK. You can only use this effect of "Jabbing Panda" once per turn.
(Common)


"In this corner, with no playability to its name and a pair of cheap knockoff boxing gloves, not to mention a foolish decision to fight, THIS GUY!" I see a one-punch KO in its future and you don't need to be a boxing expert to see that.
 
                               Rating: 3 | PHRA-EN081 | Effect Monster
Mahaama the Fairy Dragon
LIGHT | Dragon-Type Tuner | Level 5 | ATK 0 | DEF 2500
During your opponent's turn, when either player takes battle damage: You can Special Summon this card from your hand, then apply 1 of these effects.
● Gain LP equal to that battle damage.
● Inflict damage to your opponent equal to that battle damage.
(Common)


Though I don't normally recommend using Level 5 Tuners, this one has a good effect and is a Dragon so it has all the support for both Tuners and Dragons. It's also searchable with Sangan too.
 
                               Rating: 1 | PHRA-EN080 | Trap Card
One or Eight
Normal Trap
If your LP are lower than your opponent's: Reveal the top card of your Deck, and if it is Level 1 or 8, add it to your hand or Special Summon it. Otherwise, your opponent can apply 1 of these effects.
● The player who activated this card has their LP become 1000.
● The opponent of the player who activated this card gains LP so it becomes 8000.
You can only activate 1 "One or Eight" per turn.
(Common)


Well my rating can only be 1/5 because it's such a high risk for very little reward. You'll likely never have either a Level 1 or Level 8 monster on top of your Deck at the time you're down on LP, which is also a bad reason to use this.
 
                               Rating: 1 | PHRA-EN079 | Trap Card
Banquet of Millions
Normal Trap
Banish any number of cards from your Extra Deck face-down, and banish the same number of random face-down cards from your opponent's Extra Deck, face-up, until the End Phase. You can only activate 1 "Banquet of Millions" per turn.
(Common)


If you don't get to choose your opponent's banished Extra Deck monsters, then it's way more risk to you and overall not worth it, especially since it's temporary for your opponent's Extra Deck monsters.
 
                               Rating: 2 | PHRA-EN078 | Trap Card
Warning Point
Normal Trap
When a monster(s) is Summoned: This turn, that face-up monster(s) cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon.
(Secret Rare)


It's just a temporary stall but if you can get rid of the monster before it can be used next turn, it's not all that bad.
 
                               Rating: 1 | PHRA-EN077 | Trap Card
Free-Range Monsters
Normal Trap
During the Main Phase: Immediately after this effect resolves, Normal Summon/Set 1 monster.
(Common)


With The Monarchs Stormforth still legal, there's no reason to run this over that. In most cases, you'll want a stronger monster anyway.
 
                               Rating: 1 | PHRA-EN076 | Trap Card
U.A. Man of the Match
Normal Trap
(This card is always treated as a "F.A." card.)
After damage calculation, if your "U.A." or "F.A." monster destroyed an opponent's monster by battle, OR when your "U.A." or "F.A." monster inflicts battle damage to your opponent: Special Summon any number of "U.A." and/or "F.A." monsters with different names from your hand and/or GY in Defense Position. You can only activate 1 "U.A. Man of the Match" per turn.
(Common)


If I had to pick one, I'd pick none of them because they're all equally bad.
 
                               Rating: 1 | PHRA-EN075 | Trap Card
Infernity Suppression
Normal Trap
If you have no cards in your hand, you can activate this card the turn it was Set. When your opponent activates a monster effect while you control an "Infernity" monster: Negate the effect, then, you can inflict damage to your opponent equal to the activating monster's Level x 100. You can only activate 1 "Infernity Suppression" per turn.
(Common)


Unlike Twitter and YouTube flagging any contradictory statements on COVID-19, I will not be blocked from saying that Infernities are a bad Deck that have gotten tossed aside, likely for good.
 
                               Rating: 1 | PHRA-EN074 | Trap Card
Dual Avatar Compact
Normal Trap
During the Main Phase: Banish 1 "Dual Avatar" Spell/Trap from your GY, except "Dual Avatar Compact"; this card's effect becomes that Spell/Trap's effect when that card is activated. You can only activate 1 "Dual Avatar Compact" per turn.
(Common)


You're just trading in 1 bad support card effect for another.
 
                               Rating: 1 | PHRA-EN073 | Trap Card
Dual Avatar Return
Normal Trap
Target 1 "Dual Avatar" monster in your GY; Special Summon it, then if its original Level is 4 or lower, you can Special Summon 1 "Dual Avatar Spirit Token" (Warrior/LIGHT/Level 2/ATK 0/DEF 0). You can only activate 1 "Dual Avatar Return" per turn.
(Common)


You get little out of it regardless of what you do and the Fusions are terrible.
 
                               Rating: 1 | PHRA-EN072 | Trap Card
Virtual World Gate - Chuche
Continuous Trap
You can target 1 face-up card on the field; shuffle 2 of your banished "Virtual World" cards with different names from each other into the Deck, then destroy that card. During your Main Phase: You can banish this card from your GY, then target 1 "Virtual World" monster you control; increase or decrease its Level/Rank by 3 until the end of this turn. You can only use each effect of "Virtual World Gate - Chuche" once per turn.
(Super Rare)


Virtual World cards are filled with so many bugs that the game would crash on launch. Lock this gate and throw away the key.
 
                               Rating: 2 | PHRA-EN071 | Trap Card
Tri-Brigade Oath
Normal Trap
Target 1 Link Monster you control; Special Summon 1 Beast, Beast-Warrior, or Winged Beast monster with a different Type from your hand or GY. If you control at least 1 each of Beast, Beast-Warrior, and Winged Beast monsters: You can banish this card from your GY, then target 1 face-up Spell/Trap your opponent controls; negate its effects until the end of this turn. You can only use 1 "Tri-Brigade Oath" effect per turn, and only once that turn.
(Common)


It can be any Link Monster but there are few monsters that are any good to bring out by the effect.
 
                               Rating: 1 | PHRA-EN070 | Trap Card
Tri-Brigade Revolt
Normal Trap
Special Summon a number of your Beast, Beast-Warrior, and/or Winged Beast monsters, that are banished and/or in your GY, but negate their effects, then, immediately after this effect resolves, Link Summon 1 "Tri-Brigade" Link Monster using only those monsters. You can only activate 1 "Tri-Brigade Revolt" per turn.
(Common)


For what I gave Soul Charge, it has more uses than this, even for the steep side-effect.
 
                               Rating: 2 | PHRA-EN069 | Trap Card
Raidraptor's Phantom Knights Claw
Counter Trap
When a monster effect is activated: Detach 1 material from your DARK Xyz Monster; negate the activation, and if you do, destroy that card, then if the detached material was a "The Phantom Knights", "Raidraptor", or "Xyz Dragon" card, 1 "Raidraptor" Xyz Monster you control gains ATK equal to that destroyed monster's original ATK. You can only activate 1 "Raidraptor's Phantom Knights Claw" per turn.
(Super Rare)


At least this has SOME merit but nowhere near enough to be a worthy Super Rare.
 
                               Rating: 1 | PHRA-EN068 | Trap Card
Raider's Unbreakable Mind
Continuous Trap
(This card is always treated as a "The Phantom Knights" and "Raidraptor" card.)
If you Xyz Summon using a DARK Xyz Monster as material: You can target 1 card on the field; destroy it. If this face-up card in the Spell & Trap Zone is destroyed by a card effect: You can Set 1 "Rank-Up-Magic" Spell directly from your Deck or GY. You can only use each effect of "Raider's Unbreakable Mind" once per turn.
(Common)


Gotta love these card names that overhype the card's abilities. The best it can do is destroy a card when you Xyz Summon a DARK Xyz Monste because Rank-Up-Magic cards are awful.
 
                               Rating: 1 | PHRA-EN067 | Spell Card
Jack-In-The-Hand
Normal Spell
Reveal 3 Level 1 monsters with different names from your Deck, your opponent adds 1 to their hand, you add 1 to your hand, and you shuffle the third into the Deck. You can only activate 1 "Jack-In-The-Hand" per turn.
(Common)


WHY? You're doing all the work but your opponent gets a free monster alongside you. Last I checked, the point of the game was to NOT give your opponent any advantage.
 
                               Rating: 4 | PHRA-EN066 | Spell Card
Xyz Import
Quick-Play Spell
Target 1 Xyz Monster you control and 1 monster your opponent controls with ATK less than or equal to it; attach that opponent's monster to your monster as material. You can only activate 1 "Xyz Import" per turn.
(Common)


You don't need an Xyz Monster with a specific Rank, Type, ATK or DEF. Just grab the opposing monster and attach it. Can even be used during the opponent's turn to block an attack.
 
                               Rating: 1 | PHRA-EN065 | Spell Card
Rookie Fur Hire
Quick-Play Spell
Tribute 1 monster; Special Summon 1 monster "Fur Hire" from your hand or Deck, whose Level is 1 higher or 1 lower than the Tributed monster had on the field. You cannot declare attacks the turn you activate this card, except with monsters "Fur Hire". You can only activate 1 "Rookie Fur Hire" per turn.
(Common)


Everything Fur Hire is a rookie. They'd never get by in the real world.
 
                               Rating: 1 | PHRA-EN064 | Spell Card
Arcana Reading
Normal Spell
Toss a coin and apply this effect. If "Light Barrier" is in your Field Zone, you can choose the effect instead.
● Heads: Add 1 card from your Deck to your hand that has a coin tossing effect, except "Arcana Reading".
● Tails: Your opponent adds 1 card from their Deck to their hand.
You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 "Arcana Force" monster.
You can only use each effect of "Arcana Reading" once per turn.
(Common)


Anything with a coin toss is a bad idea because it's bound to not go your way, even with Second Coin Toss and even when they do, only half the benefits are generally good.
 
                               Rating: 2 | PHRA-EN063 | Spell Card
Charge Into a Dark World
Normal Spell
Target 1 Level 4 or lower Fiend monster in your GY; Special Summon it, then discard 1 Fiend monster. You can only activate 1 "Charge Into a Dark World" per turn.
(Common)


Dark Worlds can't really do anything without their beloved Graceful Charity and no one runs them now but it's still not too bad for Fiend Decks.
 
                               Rating: 1 | PHRA-EN062 | Spell Card
U.A. Locker Room
Quick-Play Spell
(This card is always treated as a "F.A." card.)
Target 1 "U.A." or "F.A." monster you control or in your GY; add it to the hand, and if you do, you gain 500 LP, then you can apply this effect.
● Reveal any number of "U.A." and/or "F.A." monsters in your hand, shuffle them into the Deck, then draw cards equal to the number of shuffled cards.
You can only activate 1 "U.A. Locker Room" per turn.
(Common)


The locker room is among the worst places to be when it comes to sports as it reeks of odor from those that occupied it and it may be extra hot than normal. It's no better as a support card.
 
                               Rating: 1 | PHRA-EN061 | Spell Card
U.A. Hyper Stadium
Field Spell
(This card is always treated as a "F.A." card.)
When this card is activated: You can add 1 "U.A." or "F.A." monster from your Deck to your hand, OR add 1 "U.A. Stadium" from your GY to your hand. You can reveal 1 Field Spell in your hand and pay 1000 LP; you can Normal Summon 1 "U.A." or "F.A." monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only activate 1 "U.A. Hyper Stadium" per turn.
(Super Rare)


U.A. and F.A. are both bad team players as a whole. There's nothing to add that'll turn the tide of the Duel your way.
 
                               Rating: 1 | PHRA-EN060 | Spell Card
Infernity Paranoia
Normal Spell
Tribute 1 DARK monster; Special Summon 1 "Infernity" monster from your Deck or GY with the same Level but a different name, but negate its effects. 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 "Infernity" monster in your GY; add it to your hand. You can only activate 1 "Infernity Paranoia" per turn.
(Common)


Apart from Archfiend, the Deck isn't very good at all. It has about as much hype as COVID-19 does now and both aren't justified.
 
                               Rating: 1 | PHRA-EN059 | Spell Card
Dual Avatar Defeating Evil
Quick-Play Spell
Target 1 "Dual Avatar" monster you control and 1 card your opponent controls; destroy them, then if you destroyed a "Dual Avatar" Fusion Monster you control by this effect, you can apply 1 of these effects.
● Draw 1 card.
● Banish 1 card from your opponent's GY.
You can only activate 1 "Dual Avatar Defeating Evil" per turn.
(Common)


Defeating evil? HA! Dual Avatars are more like rejects at a convention trying to act like the character they're cosplaying by using a costume that is falling apart by the minute. Evil will defeat them instead.
 
                               Rating: 1 | PHRA-EN058 | Spell Card
Perfect Sync - A-Un
Field Spell
When this card is activated: You can add 1 "Dual Avatar" monster from your Deck to your hand. If you control a "Dual Avatar" Effect Monster: You can Special Summon 1 "Dual Avatar Spirit Token" (Warrior/
LIGHT/Level 2/ATK 0/DEF 0), also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. You can only use this effect of "Perfect Sync - A-Un" once per turn. You can only activate 1 "Perfect Sync - A-Un" per turn.
(Super Rare)


Dual Avatars are in perfect sync; they are on the same microscopic level of playability.
 
                               Rating: 1 | PHRA-EN057 | Spell Card
Dual Avatar Invitation
Normal Spell
Discard 1 card, and if you do, Special Summon as many "Dual Avatar Spirit Tokens" as possible (Warrior/LIGHT/Level 2/ATK 0/DEF 0), also for the rest of this turn you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, and all Tokens you control cannot be Tributed and are destroyed during the End Phase. After Summoning these Token(s), you can apply this effect up to twice.
● Fusion Summon 1 "Dual Avatar" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
You can only activate 1 "Dual Avatar Invitation" per turn.
(Secret Rare)


I invite you to either dispose of the card outright or put it in your trade binder because using it will otherwise lead to your downfall.
 
                               Rating: 1 | PHRA-EN056 | Spell Card
Virtual World Gate - Qinglong
Continuous Spell
You can banish 1 "Virtual World" card from your GY, then target 1 face-up monster on the field; negate its effects until the end of this turn (even if this card leaves the field). You can banish this card from your GY; add 1 "Virtual World" monster from your Deck to your hand, then send 1 card from your hand to the GY. You can only use each effect of "Virtual World Gate - Qinglong" once per turn.
(Common)


A gate that should be locked indefinitely because you're not missing out on anything worthwhile.
 
                               Rating: 1 | PHRA-EN055 | Spell Card
Virtual World City - Kauwloon
Normal Spell
Place 1 "Virtual World Gate" card from your Deck face-up in your Spell & Trap Zone, then you can apply any of the following effect(s) in sequence, based on the number of "Virtual World Gate" cards you control.
● 2+: All "Virtual World" monsters you control gain 200 ATK this turn.
● 3+: Send the top 3 cards of your Deck to the GY.
● 4: Special Summon up to 4 "Virtual World" monsters with different names from your Extra Deck.
You can only activate 1 "Virtual World City - Kauwloon" per turn.
(Super Rare)


Kaiba created a virtual world that was 10 times better than this. This seems like a cheap knockoff that not even The Big Five's modifications could improve.
 
                               Rating: 1 | PHRA-EN054 | Spell Card
Dogmatikacism
Equip Spell
If the equipped monster is a "Dogmatika" monster, it gains ATK equal to its Level x 100. If not, it loses 200 ATK for each "Dogmatika" monster you control. If this card is sent to the GY because the equipped monster is destroyed: You can send 1 monster from your Extra Deck to the GY. You can only use this effect of "Dogmatikacism" once per turn.
(Common)


Must be related to the Bamboo Sword family because no matter what you do with this, the result is failure.
 
                               Rating: 2 | PHRA-EN053 | Spell Card
Tri-Brigade Airborne Assault
Quick-Play Spell
Target 1 Beast, Beast-Warrior, or Winged Beast monster you control; Special Summon 1 Beast, Beast-Warrior, or Winged Beast monster from your Deck, in Defense Position, with a different Type and with ATK less than or equal to that monster, but its effects are negated until the end of this turn, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Link Monsters. You can only activate 1 "Tri-Brigade Airborne Assault" per turn.
(Secret Rare)


It's not restrained to Tri-Brigades but is specific to the Type and Level of the chosen monnster and you can't bring out a monster with that monster's Type.
 
                               Rating: 1 | PHRA-EN052 | Spell Card
Tri-Brigade Stand-Off
Continuous Spell
You cannot Special Summon monsters from the Extra Deck, except Beast, Beast-Warrior, or Winged Beast monsters. You can send 1 monster from your hand or field to the GY; add 1 "Tri-Brigade" monster from your Deck to your hand with a different original Type than that monster sent to the GY. You can only use this effect of "Tri-Brigade Stand-Off" once per turn. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can activate this effect; your opponent cannot declare an attack this turn.
(Common)


Tri-Brigades need to Tri harder because they've done nothing that has met my standards.
 
                               Rating: 1 | PHRA-EN051 | Spell Card
Phantom Knights' Rank-Up-Magic Force
Quick-Play Spell
During the Main Phase: Banish 1 or more DARK monsters from your GY, then target 1 DARK Xyz Monster you control; Special Summon from your Extra Deck, 1 "The Phantom Knights", "Raidraptor", or "Xyz Dragon" Xyz Monster, whose Rank equals that of the targeted monster you control + the number of monsters banished, by using it as material, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Xyz Monsters. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1 "Phantom Knights' Rank-Up-Magic Force" per turn.
(Ultra Rare)


No Xyz Monster this brings out is any good. This force is more of a farce.
 
                               Rating: 1 | PHRA-EN050 | Link Monster
Geonator Transverser
EARTH | Rock-Type Link | ATK 1200 | Link-2
Active Link Arrows(s):
Top-Right and Bottom-Left
2 Effect Monsters
This linked card and monsters it points to cannot be destroyed by your opponent's card effects. If this card points to 2 monsters: You can switch control of those monsters. You can only use this effect of "Geonator Transverser" once per turn.
(Common)


Having built-in protection from effects is irrelevent when it has such low ATK that it can be taken out in battle.
 
                               Rating: 1 | PHRA-EN049 | Link Monster
Prank-Kids Meow-Meow-Mu
EARTH | Rock-Type Link | ATK 1000 | Link-1
Active Link Arrow(s):
Bottom
1 Level 4 or lower "Prank-Kids" monster
You can only Link Summon "Prank-Kids Meow-Meow-Mu" once per turn. If a "Prank-Kids" monster you control would Tribute itself to activate its effect during your opponent's turn, you can banish this card you control or from your GY instead. You can only use this effect of "Prank-Kids Meow-Meow-Mu" once per turn.
(Super Rare)


Might as well put these two animals down as they're suffering from Unplayability Syndrome, which is a death sentence to any card.
 
                               Rating: 1 | PHRA-EN048 | Link Monster
Tri-Brigade Shuraig the Ominous Omen
DARK | Winged Beast-Type Link | ATK 3000 | Link-4
Active Link Arrow(s):
Left, Right, Bottom-Left and Bottom-Right
2+ Beast, Beast-Warrior, and/or Winged Beast monsters
If this card is Special Summoned, or if another Beast, Beast-Warrior, or Winged Beast monster(s) is Special Summoned to your field: You can banish 1 card on the field. If this card is sent to the GY: You can add 1 Beast, Beast-Warrior, or Winged Beast monster from your Deck to your hand, whose Level is less than or equal to the number of your banished Beast, Beast-Warrior, and Winged Beast monsters. You can only use each effect of "Tri-Brigade Shuraig the Ominous Omen" once per turn.
(Secret Rare)


So what if the 1st effect isn't once per turn? It's minimal at best. Plus the other effect is relient on you having banished Beasts, Beast-Warriors and/or Winged Beasts and won't likely be that much anyway.
 
                               Rating: 1 | PHRA-EN047 | Link Monster
Tri-Brigade Rugal the Silver Sheller
EARTH | Beast-Type Link | ATK 2300 | Link-3
Active Link Arrow(s):
Right, Bottom and Bottom-Right
2+ Beast, Beast-Warrior, and/or Winged Beast monsters
During your opponent's Main Phase (Quick Effect): You can Special Summon 1 Level 4 or lower Beast, Beast-Warrior, or Winged Beast monster from your hand or GY, but negate its effects, also, return it to the hand during the End Phase. If this card is sent to the GY: You can make all monsters your opponent currently controls lose 300 ATK for each Monster Type you control, until the end of this turn. You can only use each effect of "Tri-Brigade Rugal the Silver Sheller" once per turn.
(Common)


A waste of resources for a Link-3 monster whose effects are pretty bad.
 
                               Rating: 1 | PHRA-EN046 | Link Monster
Tri-Brigade Ferrijit the Barren Blossom
EARTH | Beast-Type Link | ATK 1600 | Link-2
Active Link Arrow(s):
Left and Bottom-Left
2 Beast, Beast-Warrior, and/or Winged Beast monsters
During your Main Phase: You can Special Summon 1 Level 4 or lower Beast, Beast-Warrior, or Winged Beast monster from your hand, also you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, or Winged Beast monsters. If this card is sent to the GY: You can draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use each effect of "Tri-Brigade Ferrijit the Barren Blossom" once per turn.
(Ultra Rare) & (Starlight Rare)


For such specific Link Materials and such low ATK, I should be able to Specual Summon virtually ANY Beast, Beast-Warrior or Winged Beast monster from my hand, especially since it's Ultra Rare too. Since I can't do that, I see no reason it should be used.
 
                               Rating: 2 | PHRA-EN045 | Xyz Monster
Divine Arsenal AA-ZEUS - Sky Thunder
LIGHT | Machine-Type Xyz | Rank 12 | ATK 3000 | DEF 3000
2 Level 12 monsters
Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.
(Secret Rare) & (Starlight Rare)


There seems to be major hype with this card but I don't see it because although it can send everything else to the Grave, it's pretty weak for a Rank 12 monster and costs 2 Xyz Materials to do it. Plus, it can only otherwise be Xyz Summoned when an Xyz Monster battles and you control an Xyz Monster and gaining an Xyz Material costs you a monster as well. Shouldn't have so many drawbacks if it's to be a Secret Rare.
 
                               Rating: 1 | PHRA-EN044 | Xyz Monster
Joyous Melffys
EARTH | Beast-Type Xyz | Rank 2 | ATK 2000 | DEF 500
2+ Level 2 Beast monsters
You can detach 1 material from this card; your "Melffy" monsters can attack directly this turn. During your opponent's turn (Quick Effect): You can target 1 Beast Xyz Monster you control; return that monster to the Extra Deck, then you can Special Summon Level 2 or lower Beast monsters from your GY, up to the number of materials that monster had. You can only use this effect of "Joyous Melffys" once per turn.
(Super Rare)


There's nothing for them to be joyous over because they're weak and highly vulnerable to most other monsters in the game. Plus, they take more work to bring out than other stronger monsters.
 
                               Rating: 1 | PHRA-EN043 | Xyz Monster
Virtual World Phoenix - Fanfan
EARTH | Wyrm-Type Xyz | Rank 6 | ATK 2600 | DEF 2000
2+ Level 6 monsters
Once per turn: You can detach 2 materials from this card, then target 1 face-up card your opponent controls and 1 card in either GY; banish them. If this Xyz Summoned card is destroyed by battle with an opponent's attacking monster, or by an opponent's card effect while in its owner's Monster Zone: You can Special Summon 2 "Virtual World" monsters with the same Type and Attribute as each other from your Deck. You can only use this effect of "Virtual World Phoenix - Fanfan" once per turn.
(Ultra Rare)


All that work for the ability to banish just 2 cards on the opponent's field for 2 of its own Xyz Materials? No thanks and not for rejects that aren't any better either.
 
                               Rating: 2 | PHRA-EN042 | Xyz Monster
Virtual World Shell - Jaja
EARTH | Wyrm-Type Xyz | Rank 3 | ATK 1000 | DEF 2400
2+ Level 3 monsters
Once per turn: You can detach 1 material from this card, then target 1 face-up monster you control; it cannot be destroyed by battle until the end of your opponent's turn. Once per turn, after damage calculation, if this card battled an opponent's monster, while you have 2 or more monsters in your GY with the same original Type and Attribute as each other: You can banish that opponent's monster.
(Common)


Not difficult to bring out and not only has high DEF but also temporary protection that can include itself. Unfortunately since the protection is temporary, you probably won't be doing much with this outside of that.
 
                               Rating: 1 | PHRA-EN041 | Xyz Monster
Arc Rebellion Xyz Dragon
DARK | Dragon-Type Xyz | Rank 5 | ATK 3000 | DEF 2500
3 Level 5 monsters
This Xyz Summoned card cannot be destroyed by card effects. You can detach 1 material from this card; this card gains ATK equal to the total original ATK of all other monsters on the field, then, if this card has a DARK Xyz Monster as material, negate the effects of all other face-up monsters on the field. After this effect resolves, you cannot declare attacks with other monsters for the rest of this turn. You can only use this effect of "Arc Rebellion Xyz Dragon" once per turn.
(Secret Rare)


I guess you could use Raider's Knight as the Xyz Material and make this guy stay out regardless but since that card sucks anyway, you'll need a better option.
 
                               Rating: 2 | PHRA-EN040 | Xyz Monster
Raider's Knight
DARK | Warrior-Type Xyz | Rank 4 | ATK 2000 | DEF 0
2 Level 4 DARK monsters
(This card is always treated as a "The Phantom Knights" and "Raidraptor" card.)
You can detach 1 material from this card; Special Summon from your Extra Deck, 1 "The Phantom Knights", "Raidraptor", or "Xyz Dragon" Xyz Monster that is 1 Rank higher or lower than this card, by using this face-up card you control as material, but destroy it during your opponent's next End Phase. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Raider's Knight" once per turn.
(Ultra Rare)


There's no point in using the effect to Xyz Summon when the monster doesn't stay long, rendering all your hard work pointless. Plus, it isn't very strong either.
 
                               Rating: 1 | PHRA-EN039 | Synchro Monster
Penguin Brave
WATER | Aqua-Type Synchro | Level 6 | ATK 2400 | DEF 1200
1 Tuner + 1+ non-Tuner monsters
Your opponent cannot target face-down Defense Position monsters you control with card effects. You can only use each of the following effects of "Penguin Brave" once per turn. If this card is Synchro Summoned: You can Special Summon 1 "Penguin" monster from your Deck in face-down Defense Position. When your opponent activates a monster effect (Quick Effect): You can flip 1 face-down Defense Position WATER monster you control face-up.
(Common)


It's pretty much irrelevent that this card protects your Set monsters since they're plainly obvious and with no real way to protect them, they're easy prey. Plus, Hieracosphinx does the same thing for less effort and equal stats.
 
                               Rating: 1 | PHRA-EN038 | Synchro Monster
Infernoble Knight Captain Oliver
FIRE | Warrior-Type Synchro | Level 5 | ATK 2000 | DEF 500
1 Tuner + 1+ non-Tuner monsters
When this card declares an attack while equipped: You can target 1 face-up card on the field; destroy it. During your Main Phase, except the turn this card was sent to the GY: You can target 1 Warrior monster you control; Special Summon this card from your GY as a Tuner, and if you do, equip that monster you control to this card as an Equip Spell that gives it 500 ATK. You can only use this effect of "Infernoble Knight Captain Oliver" once per turn.
(Super Rare)


His artwork may have him looking like Iron Man but he's got nothing to show for it in his effects.
 
                               Rating: 2 | PHRA-EN037 | Synchro Monster
Infernity Doom Archfiend
DARK | Fiend-Type Synchro | Level 6 | ATK 2200 | DEF 1600
1 Tuner + 1+ non-Tuner monsters
Once per turn: You can target 1 face-up card on the field; negate its effects (until the end of this turn), then if you have no cards in your hand, you can destroy it. While you have no cards in your hand, if this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled. A DARK Synchro Monster that was Summoned using this card as material can make up to 2 attacks on monsters during each Battle Phase.
(Super Rare)


The effects aren't all that bad but still require your hand to be empty for most of them and its ATK and DEF are low for its Level.
 
                               Rating: 1 | PHRA-EN036 | Synchro Monster
Virtual World Kyubi - Shenshen
WIND | Psychic-Type Synchro | Level 9 | ATK 2800 | DEF 2400
1 Tuner + 1+ non-Tuner monsters
Any card sent from the field to the GY is banished instead. You can only use each of the following effects of "Virtual World Kyubi - Shenshen" once per turn. When your monster declares an attack: You can return 1 banished monster to the owner's GY. During your Main Phase, except the turn this card was sent to the GY: You can banish 2 other monsters from your GY with different original Types and Attributes from each other; Special Summon this card from your GY.
(Secret Rare)


It's WAY more work than it's worth because as far as Level 9s go, you're either putting a banished monster back in the Grave or reviving itself from your Grave by wasting resources. You can do so much more with cards released prior.
 
                               Rating: 1 | PHRA-EN035 | Fusion Monster
Armityle the Chaos Phantasm - Phantom of Fury
DARK | Fiend-Type Fusion | Level 12 | ATK 0 | DEF 0
"Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder" + "Raviel, Lord of Phantasms"
This card's name becomes "Armityle the Chaos Phantasm" while on the field. Once per turn, during your Main Phase: You can give control of this card to your opponent. Once per turn, during the End Phase, if this card's control was changed this turn: Banish all cards you control, then the owner of this card can Special Summon 1 "Armityle the Chaos Phantasm" from their Extra Deck, ignoring its Summoning conditions.
(Ultra Rare)


You're giving up your hard work for pretty much no benefit at all as the regular Chaos Phantasm is terrible and this still requires the same Reject Beasts no one uses.
 
                               Rating: 1 | PHRA-EN034 | Fusion Monster
Dual Avatar - Empowered Kon-Gyo
LIGHT | Warrior-Type Fusion | Level 8 | ATK 3000 | DEF 1700
"Dual Avatar Fists - Yuhi" + 2 "Dual Avatar" monsters
If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card attacks, after damage calculation: You can return 1 monster your opponent controls to the hand. When your opponent's Spell/Trap Card or effect is activated that targets this card on the field, while you control 2 or more Fusion Monsters (Quick Effect): You can negate the activation. You can only use this effect of "Dual Avatar - Empowered Kon-Gyo" once per turn.
(Ultra Rare)


Star Eater exists and does what this guy does without specific materials and more ATK and DEF.
 
                               Rating: 1 | PHRA-EN033 | Fusion Monster
Dual Avatar Feet - Armored Un-Gyo
LIGHT | Warrior-Type Fusion | Level 5 | ATK 1700 | DEF 2100
2 "Dual Avatar" monsters
If a "Dual Avatar" Fusion Monster(s) you control would be destroyed by card effect, you can destroy 1 "Dual Avatar" monster you control instead. During the Main Phase, if you control a "Dual Avatar" Fusion Monster that was Fusion Summoned using an Effect Monster as material (Quick Effect): You can target 1 face-up monster Special Summoned from the Extra Deck; negate its effects until the end of this turn. You can only use this effect of "Dual Avatar Feet - Armored Un-Gyo" once per turn.
(Super Rare)


They're copying mostly from Six Samurais, which have much more support and are easier to Summon.
 
                               Rating: 1 | PHRA-EN032 | Fusion Monster
Dual Avatar Fists - Armored Ah-Gyo
LIGHT | Warrior-Type Fusion | Level 6 | ATK 2100 | DEF 1500
2 "Dual Avatar" monsters
If this card is Special Summoned: You can target 1 Attack Position monster your opponent controls; destroy it, also this card cannot attack directly for the rest of this turn. You can only use this effect of "Dual Avatar Fists - Armored Ah-Gyo" once per turn. While you control a "Dual Avatar" Fusion Monster that was Fusion Summoned using an Effect Monster as material, all "Dual Avatar" Fusion Monsters you control gain 300 ATK/DEF.
(Super Rare)


It may be relatively easy to bring out but in this case, that's because it has bad effects.
 
                               Rating: 1 | PHRA-EN031 | Fusion Monster
Brigrand the Glory Dragon
DARK | Beast-Type Fusion | Level 8 | ATK 2500 | DEF 2000
"Fallen of Albaz" + 1 Level 8 or higher monster
Cannot be destroyed by battle. While you control this Fusion Summoned card, your opponent cannot target other monsters you control with monster effects. During the End Phase, if this card is in the GY because it was sent there this turn: You can add to your hand, or Special Summon, 1 "Tri-Brigade" monster or 1 "Fallen of Albaz" from your Deck. You can only use this effect of "Brigrand the Glory Dragon" once per turn.
(Ultra Rare)


There's no glory to bask in when your skillset is as bad as this card's.
 
                               Rating: 1 | PHRA-EN030 | Ritual Monster
Conductor of Nephthys
WIND | Spellcaster-Type Ritual | Level 2 | ATK 2000 | DEF 0
You can Ritual Summon this card with "Rebirth of Nephthys". If this card is Ritual Summoned: You can Special Summon 1 "Nephthys" Ritual Monster from your hand or Deck, except "Conductor of Nephthys" (this is treated as a Ritual Summon). If this card is Tributed or destroyed by a "Nephthys" card effect: You can activate this effect; during the next Standby Phase, destroy up to 3 "Nephthys" cards, except Ritual Monsters, 1 each from your hand, Deck, and field. You can only use each effect of "Conductor of Nephthys" once per turn.
(Super Rare)


It doesn't matter how strong these guys get if they're restricted to a bad Archetype.
 
                               Rating: 1 | PHRA-EN029 | Effect Monster
Hinezumi Hanabi
FIRE | Beast | Level 4 | ATK 2000 | DEF 200
Cannot be used as a material for a Fusion, Synchro, Xyz, or Link Summon. If this card is Normal or Special Summoned: Place 6 counters on it. Once per turn, during your End Phase: Give control of this card to your opponent. Once per turn, if control of this face-up card with a counter(s) changes: Roll a six-sided die, remove as many counters from this card as possible, up to the result, and if all of this card's counters are removed by this effect, destroy this card, and if you do, take 2000 damage.
(Common)


Even Gaia Soul the Combustible Collective has more uses than this and has less DEF in return.
 
                               Rating: 1 | PHRA-EN028 | Effect Monster
Cupid Fore
LIGHT | Fairy | Level 6 | ATK 2200 | DEF 600
If all monsters you control are monsters with 600 DEF (min. 1): You can Special Summon this card from your hand. (Quick Effect): You can discard 1 card, then target 1 LIGHT Fairy monster you control and 1 face-up monster on the field; the Level of your monster becomes the other monster's Level, until the end of this turn. You can only use each effect of "Cupid Fore" once per turn
(Common)


You're entirely relient on having monsters with very low DEF and/or what opponent's monster is out accompanying it. It's also not a very strong monster.
 
                               Rating: 2 | PHRA-EN027 | Effect Monster
Gluttonous Reptolphin Greethys
WATER | Fish-Type Tuner | Level 3 | ATK 1000 | DEF 1000
You can target 1 Fish, Sea Serpent, or Aqua monster in your GY with an equal or lower Level than the number of cards in your opponent's hand; Special Summon it, but it cannot activate its effects this turn. You can only use this effect of "Gluttonous Reptolphin Greethys" once per turn. If this card is sent to the GY as Synchro Material: You can make the Synchro Monster that used this card as material gain 200 ATK/DEF for each card currently in your opponent's hand.
(Common)


It can make for some good Synchro Summons and is a Tuner but 200 ATK per card in your opponent's hand isn't going to be that much.
 
                               Rating: 2 | PHRA-EN026 | Effect Monster
Magical Broker
DARK | Spellcaster | Level 3 | ATK 1500 | DEF 200
While you control a Continuous Spell/Trap, this card cannot be destroyed by battle or card effects. During your opponent's turn (Quick Effect): You can send 1 face-up Continuous Spell/Trap you control to the GY; draw 1 card. You can only use this effect of "Magical Broker" once per turn.
(Common)


Solidarity will make it even harder to take this guy down but since it's so relient on Continuous Spells and Traps just for protection or drawing cards, it's really not that great.
 
                               Rating: 2 | PHRA-EN025 | Effect Monster
Rock Band Xenoguitar
EARTH | Rock | Level 4 | ATK 1000 | DEF 2000
If this card is sent to the GY: You can target 1 Rock monster in your GY, except "Rock Band Xenoguitar"; add it to your hand, then place 1 card from your hand on top of the Deck. If this card is banished from the field or GY: You can send 1 Rock monster from your Deck to the GY. You can only use each effect of "Rock Band Xenoguitar" once per turn.
(Super Rare)


The effects suck but it has 2000 DEF to keep the band alive a bit longer.
 
                               Rating: 1 | PHRA-EN024 | Effect Monster
Prufinesse, the Tactical Trapper
DARK | Fiend | Level 4 | ATK 1800 | DEF 0
If this card is Normal or Special Summoned: You can banish 1 Trap from your Deck; increase this card's Level by 1. You can target 1 Trap in either GY; banish it, and if you do, increase this card's Level by 1. If this card in its owner's possession is destroyed by an opponent's card: You can Set 1 of your banished Normal Traps. You can only use each effect of "Prufinesse, the Tactical Trapper" once per turn.
(Common)


Why no rating of 3? It lacks DEF and can only increase its own Level by 1 when you bring Traps into the mix. I can do better with Falling Current.
 
                               Rating: 1 | PHRA-EN023 | Effect Monster
Alpha, the Master of Beasts
EARTH | Beast | Level 8 | ATK 3000 | DEF 2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while the total ATK of all monsters your opponent controls is more than that of all monsters you control. You can target any number of Beast, Beast-Warrior, and/or Winged Beast monsters you control; return them to the hand, then, return face-up monsters your opponent controls to the hand, equal to the number of cards you returned to the hand, also for the rest of this turn, "Alpha, the Master of Beasts" you control cannot attack directly. You can only use this effect of "Alpha, the Master of Beasts" once per turn.
(Secret Rare) & (Starlight Rare)


Its stats say 3/5 but the dreaded clause at the beginning brings it down to 1/5 as this "master of beasts" is more of a master of diaster.
 
                               Rating: 2 | PHRA-EN022 | Effect Monster
Gizmek Makami, the Ferocious Fanged Fortress
WIND | Machine | Level 6 | ATK 2150 | DEF 2150
While 6 or more of your cards are banished, you can Normal Summon this card without Tributing. You can only use each of the following effects of "Gizmek Makami, the Ferocious Fanged Fortress" once per turn. If this card is Normal or Special Summoned: You can discard 1 monster; add 1 monster whose ATK equals its own DEF from your Deck to your hand, except "Gizmek Makami, the Ferocious Fanged Fortress". If this card in the Monster Zone is destroyed: You can shuffle 6 of your banished cards into the Deck.
(Super Rare)


A pretty weak Level 6 monster but getting 6+ banished cards isn't that difficult and it's not restrained to its friends with the other effect.
 
                               Rating: 1 | PHRA-EN021 | Effect Monster
Awakening of the Possessed - Rasenryu
WIND | Dragon | Level 5 | ATk 2000 | DEF 200
You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower WIND monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Rasenryu" once per turn.
● When this card is Special Summoned by its effect: You can return 1 card your opponent controls to the hand.
● If this card is sent from the field to the GY: You can add 1 "Spiritual Wind Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand.
(Common)


With such low ATK and DEF and bad effects, it'll be gone with the WIND in no time.
 
                               Rating: 1 | PHRA-EN020 | Effect Monster
Awakening of the Possessed - Gagigobyte
WATER | Reptile | Level 5 | ATK 2000 | DEF 200
You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower WATER monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Gagigobyte" once per turn.
● When this card is Special Summoned by its effect: You can send 1 random card from your opponent's hand to the GY, then each player draws 1 card.
● If this card is sent from the field to the GY: You can add 1 "Spiritual Water Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand.
(Common)


It was bad enough they were in a specifically designated Structure Deck but now they're expanding to booster sets. At least their ratings are easy.
 
                               Rating: 1 | PHRA-EN019 | Effect Monster
U.A. Player Manager
EARTH | Warrior | Level 8 | ATK 2000 | DEF 2600
If you Normal or Special Summon a "U.A." monster(s) (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can activate 1 of these effects.
● Target 1 card on the field; destroy it.
● Negate the effects of all face-up monsters on the field until the end of this turn, except "U.A." monsters.
You can only use each effect of "U.A. Player Manager" once per turn.
(Common)


He's done a poor job at managing his players because they're mostly in terrible shape and should be replaced with better ones so that they can actually win once in a while.
 
                               Rating: 3 | PHRA-EN018 | Effect Monster
U.A. Libero Spiker
EARTH | Warrior | Level 4 | ATK 1800 | DEF 1800
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Libero Spiker". You can only Special Summon "U.A. Libero Spiker" once per turn this way. During your opponent's Main Phase (Quick Effect): You can shuffle 1 Level 5 or higher "U.A." monster from your hand into the Deck, and if you do, Special Summon 1 "U.A." monster from your Deck with a different name, then return this card to the hand. You can only use this effect of "U.A. Libero Spiker" once per turn.
(Common)


As with Infernities, U.A.s didn't get any better with time but this guy is one of the few that is good from the start.
 
                               Rating: 1 | PHRA-EN017 | Effect Monster
Infernity Wildcat
DARK | Fiend-Type Tuner | Level 3 | ATK 1400 | DEF 0
You can Special Summon this card (from your hand) by sending 1 other "Infernity" monster in your hand to the GY. You can only Special Summon "Infernity Wildcat" once per turn this way. While you have no cards in your hand: You can banish 1 "Infernity" monster from your GY; increase or decrease the Level of this card by 1 until the end of this turn. You can only use this effect of "Infernity Wildcat" once per turn.
(Common)


Infernities are already an endangered species as they don't see play anywhere unless you're really dumb.
 
                              Rating: 1 | PHRA-EN016 | Effect Monster
Infernity Conjurer
DARK | Fiend | Level 3 | ATK 1200 | DEF 900
While you have no cards in your hand, monsters your opponent controls lose 800 ATK. While you have no cards in your hand and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Infernity Conjurer" once per turn.
(Common)


All it's conjured up is a reminder of how bad Infernities were (especially since no one uses them now).
 
                               Rating: 2 | PHRA-EN015 | Effect Monster
Dual Avatar Feet - Kokoku
LIGHT | Warrior | Level 3 | ATK 800 | DEF 2000
If this card is Normal or Special Summoned: You can add 1 "Dual Avatar" Trap from your Deck to your hand. During your opponent's turn, if a face-up "Dual Avatar" monster(s) you control, except "Dual Avatar Feet - Kokoku", is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can apply this effect.
● Destroy 1 "Dual Avatar" monster you control, and if you do, Special Summon 1 "Dual Avatar" Fusion Monster from your Extra Deck.
You can only use each effect of "Dual Avatar Feet - Kokoku" once per turn.
(Super Rare)


You won't be that successful if you're using this for its effects so just make use of its 2000 DEF instead.
 
                               Rating: 3 | PHRA-EN014 | Effect Monster
Dual Avatar Fists - Yuhi
LIGHT | Warrior | Level 4 | ATK 1800 | DEF 1000
You can target 1 "Dual Avatar" monster you control; destroy it, and if you do, add 1 "Dual Avatar" Spell from your Deck to your hand. If a face-up "Dual Avatar" Fusion Monster(s) you control, that was Fusion Summoned using an Effect Monster as material, is destroyed by battle or an opponent's card effect, while this card is in your GY: You can add this card to your hand. You can only use each effect of "Dual Avatar Fists - Yuhi" once per turn.
(Super Rare)


This guy has the bare minimum requirements of getting 3/5 and shows that I don't have high requirements to rate csrds 3 or higher.
 
                               Rating: 1 | PHRA-EN013 | Effect Monster
Virtual World Kirin - Lili
EARTH | Wyrm | Level 6 | ATK 1800 | DEF 600
If this card is in your hand: You can target 1 "Virtual World" card you control; send 1 "Virtual World" card of a different type (Monster, Spell, Trap) from your Deck to the GY, and if you do, Special Summon this card, then, you can send 1 "Virtual World" card of the third type from your Deck to the GY, except "Virtual World Kirin - Lili". For the rest of this turn, you can only Special Summon Level/Rank 3 or higher monsters. You can only use this effect of "Virtual World Kirin - Lili" once per turn.
(Common)


They all seem to have a copy of the other's effect, which in this case really limits their uses.
 
                               Rating: 1 | PHRA-EN012 | Effect Monster
Virtual World Xiezhi - Jiji
EARTH | Wyrm | Level 3 | ATK 1000 | DEF 1600
If this card is in your hand: You can target 1 "Virtual World" card you control; send 1 "Virtual World" card of a different type (Monster, Spell, Trap) from your Deck to the GY, and if you do, Special Summon this card, then, during the End Phase of this turn, you can add 1 "Virtual World" monster from your GY to your hand, except "Virtual World Xiezhi - Jiji". For the rest of this turn, you can only Special Summon Level/Rank 3 or higher monsters. You can only use this effect of "Virtual World Xiezhi - Jiji" once per turn.
(Common)


Not even a Tuner and the 2nd effect is even slower than the previous members.
 
                               Rating: 1 | PHRA-EN011 | Effect Monster
Virtual World Roshi - Laolao
WIND | Psychic-Type Tuner | Level 6 | ATK 0 | DEF 2400
If this card is in your hand: You can target 1 "Virtual World" card you control; send 1 "Virtual World" card of a different type (Monster, Spell, Trap) from your Deck to the GY, and if you do, Special Summon this card, then, you can Special Summon 1 "Virtual World" monster from your GY in Defense Position, with a different name than the card sent to the GY, but negate its effects. For the rest of this turn, you can only Special Summon Level/Rank 3 or higher monsters. You can only use this effect of "Virtual World Roshi - Laolao" once per turn.
(Super Rare)


Even as a Tuner, you have better options and as far as Level 6 monsters go, it doesn't have anything you can't get better elsewhere.
 
                               Rating: 2 | PHRA-EN010 | Effect Monster
Virtual World Mai-Hime - Lulu
WIND | Psychic-Type Tuner | Level 3 | ATK 1600 | DEF 600
If this card is in your hand: You can target 1 "Virtual World" card you control; send 1 "Virtual World" card of a different type (Monster, Spell, Trap) from your Deck to the GY, and if you do, Special Summon this card, then, you can add 1 "Virtual World" card of the third type from your Deck to your hand, except "Virtual World Mai-Hime - Lulu". For the rest of this turn, you can only Special Summon Level/Rank 3 or higher monsters. You can only use this effect of "Virtual World Mai-Hime - Lulu" once per turn.
(Ultra Rare)


You're not totally limited on what you can Summon after using the effect but it's weak and isn't going to help you outside of its friends' Deck unless for Synchro Summons.
 
                               Rating: 1 | PHRA-EN009 | Effect Monster
Dogmatika Ashiyan
LIGHT | Spellcaster | Level 8 | ATK 2000 | DEF 1500
If a Fusion, Synchro, Xyz, or Link Monster(s) is sent to the GY (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned from the hand: You can target 1 "Dogmatika" card in your GY, except "Dogmatika Ashiyan"; add it to your hand. When an opponent's monster declares an attack: You can make all "Dogmatika" monsters you currently control gain 500 ATK. You can only use each effect of "Dogmatika Ashiyan" once per turn.
(Ultra Rare)


Ashiyans to Ashiyans, dust to dust. It has a high rarity but totally sucks.
 
                               Rating: 3 | PHRA-EN008 | Effect Monster
Tri-Brigade Fraktall
FIRE | Beast-Warrior | Level 4 | ATK 1900 | DEF 1600
You can send this card from your hand or field to the GY; send 1 Level 3 or lower Beast, Beast-Warrior, or Winged Beast monster from your Deck to the GY. You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters in your GY; Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with Link Rating equal to the number banished, also you can only use Beast, Beast-Warrior, and Winged Beast monsters as Link Material for the rest of this turn. You can only use each effect of "Tri-Brigade Fraktall" once per turn.
(Ultra Rare)


Does it have the same Link Summoning bypass effect as the others so far? Yes but that's irrelevent when it's a low-Level Beatstick.
 
                               Rating: 1 | PHRA-EN007 | Effect Monster
Tri-Brigade Kerass
EARTH | Beast | Level 2 | ATK 1200 | DEF 1500
You can discard 1 other Beast, Beast-Warrior, or Winged Beast monster; Special Summon this card from your hand. You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters in your GY; Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with Link Rating equal to the number banished, also you can only use Beast, Beast-Warrior, and Winged Beast monsters as Link Material for the rest of this turn. You can only use each effect of "Tri-Brigade Kerass" once per turn.
(Super Rare)


I guess this is the Tri-Brigade way of Dueling but it's awful because you're not properly Link Summoning and aren't going to get much out of your turns this way.
 
                               Rating: 2 | PHRA-EN006 | Effect Monster
Tri-Brigade Nervall
WIND | Winged Beat | Level 1 | ATK 0 | DEF 2000
You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters in your GY; Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with Link Rating equal to the number banished, also you can only use Beast, Beast-Warrior, and Winged Beast monsters as Link Material for the rest of this turn. If this card is sent to the GY: You can add 1 "Tri-Brigade" monster from your Deck to your hand, except "Tri-Brigade Nervall". You can only use each effect of "Tri-Brigade Nervall" once per turn.
(Common)


Not seeng much improvement over Myutant cards but these guys at least start off okay rather than just being bad.
 
                               Rating: 2 | PHRA-EN005 | Effect Monster
Raidraptor - Strangle Lanius
DARK | Winged Beast | Level 4 | ATK 1600 | DEF 1100
If you control a DARK monster: You can Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. If you control an Xyz Monster with a DARK Xyz Monster as material: You can target 1 Level 4 or lower "Raidraptor" monster in your GY; Special Summon it, but its effects are negated. You can only use each effect of "Raidraptor - Strangle Lanius" once per turn.
(Super Rare)


It doesn't need a DARK Winged Beast or Raidraptor monster to be Special Summoned by its effect, nor does it restrict you to Summoning only them that turn but it's still not very good.
 
                               Rating: 1 | PHRA-EN004 | Effect Monster
Raidraptor - Heel Eagle
DARK | Winged Beast | Level 3 | ATK 700 | DEF 700
If all monsters you control are "Raidraptor" monsters (min. 1): You can Special Summon this card from your hand. You can banish this card from your GY, then target 1 "Raidraptor" Spell/Trap in your GY; add it to your hand. You can only use each effect of "Raidraptor - Heel Eagle" once per turn.
(Common)


More like Raidraptor - Dead Eagle because it's not going to last very long at all and doesn't have the effects to help it survive either.
 
                               Rating: 1 | PHRA-EN003 | Effect Monster
The Phantom Knights of Torn Scales
DARK | Warrior | Level 3 | ATK 600 | DEF 1600
You can discard 1 card; send 1 "Phantom Knights" card from your Deck to the GY, except "The Phantom Knights of Torn Scales". If another "Phantom Knights" card in your GY is banished, while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "The Phantom Knights of Torn Scales" once per turn.
(Secret Rare) & (Starlight Rare)


What's the deal with this card being even higher than any of the past cards in this set? The effects sure aren't justification and neither are its ATK and DEF.
 
                               Rating: 1 | PHRA-EN002 | Effect Monster
The Phantom Knights of Stained Greaves
DARK | Warrior | Level 3 | ATK 1200 | DEF 600
If a "The Phantom Knights" monster(s) is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, then you can increase the Level of this card by 1. You can banish this card from your GY; Special Summon 1 "The Phantom Knights" monster from your hand, except "The Phantom Knights of Stained Greaves", then you can increase its Level by 1. You can only use each effect of "The Phantom Knights of Stained Greaves" once per turn.
(Common)


All it does is bump up the Level of one of its comrades by 1 and with such low stats, that's not good enough.
 
                               Rating: 2 | PHRA-EN001 | Effect Monster
Raider's Wing
DARK | Winged Beast | Level 4 | ATK 0 | DEF 2000
(This card is always treated as a "The Phantom Knights" and "Raidraptor" card.)
If this card is in your hand or GY: You can detach 1 material from your DARK Xyz Monster; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Raider's Wing" once per turn. An Xyz Monster whose original Attribute is DARK and has this card as material gains this effect.
● Your opponent cannot target this card with card effects.
(Ultra Rare)


2 of the 3 effects are pretty bad but it has 2000 DEF and one relatively decent effect to take advantage of. Still not worth being an Ultra Rare.
 
                               Rating: 1 | PHRA-EN000 | Trap Card
Myutant Cry
Normal Trap
During the Main Phase: Fusion Summon 1 "Myutant" Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. You can only activate 1 "Myutant Cry" per turn.
(Common)


When your Archetype's premiere card is another copy of Poly, there's a good reason to be upset as you're already outclassed.