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Raging Tempest (RATE-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Raging_Tempest_(TCG-EN-1E)
                               Rating: 2 | RATE-EN099 | Spell Card
Dark Contract with the Entities
Continuous Spell
When a "D/D/D" monster of the below card type is Special Summoned from the Extra Deck to your field: You can activate the appropriate effect once per turn;
● Fusion: Gain 1000 LP.
● Synchro: Your opponent cannot target that Special Summoned monster with card effects.
● Xyz: Banish 1 card from the field or the Graveyard.
● Pendulum: Draw 1 card, then discard 1 card.
Once per turn, during your Standby Phase: Take 2000 damage.
(Ultra Rare)  

Each of its bulleted effects offers a perk for taking the time to achieve the required Special Summoning method but it's still going to cost you heavily during your Standby Phases and is useless if your Special Summoning method doesn't yield a D/D/D monster.   
 
                               Rating: 2 | RATE-EN098 | Effect Monster
Windwitch - Glass Bell
WIND | Spellcaster-Type Tuner | Level 4 | ATK 1500 | DEF 1500
If this card is Normal or Special Summoned: You can add 1 "Windwitch" monster from your Deck to your hand, except "Windwitch - Glass Bell", also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Windwitch - Glass Bell" once per turn.
(Ultra Rare)  

A new Level 4 Tuner monster that can fetch a second Windwitch monster just for Summoning it but as usual, you won't be Special Summoning non-WIND monsters that turn.   
 
                               Rating: 2 | RATE-EN097 | Effect Monster
Delta The Magnet Warrior
EARTH | Rock | Level 4 | ATK 1600 | DEF 1400
If this card is Normal or Special Summoned: You can send 1 Level 4 or lower "Magnet Warrior" monster from your Deck to the Graveyard. If this card is sent to the Graveyard: You can banish 3 Level 4 or lower "Magnet Warrior" monsters from your Graveyard, except "Delta The Magnet Warrior"; Special Summon 1 "Valkyrion the Magna Warrior" from your hand or Deck, ignoring its Summoning conditions. You can only use each effect of "Delta The Magnet Warrior" once per turn.
(Super Rare)  

It can get the Magnet Warriors into the Graveyard for retrieval later but I wouldn't recommend Special Summoning Valkyrion by this guy's effect.   
 
                               Rating: 2 | RATE-EN096 | Pendulum Monster
Symphonic Warrior Miccs
WIND | Machine-Type Pendulum | Level 5 | ATK 2300 | DEF 1100 | Scale 1
Unless you have a "Symphonic Warrior" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once per turn, during your End Phase: You can target 1 of your banished "Symphonic Warrior" monsters; add it to your hand.

You can Special Summon this card (from your hand) by removing 3 Symphonic Counters from your field. After you Normal or Special Summon this card, you can Normal Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
(Common)  

Much like Timegazer Magician, this guy will raise its Scale if you don't have a certain monster in your other Pendulum Zone but since Symph Amplifier is little more than a faint noise, you won't be using those Symphonic Counters to Special Summon this guy right away.   
 
                               Rating: 2 | RATE-EN095 | Trap Card
Lightsworn Judgment
Normal Trap
Place this card on top of the Deck. If this card is sent from the Deck to the Graveyard by a "Lightsworn" monster's effect: You can add 1 "Judgment Dragon" from your Deck to your hand.
(Common)  

Judgment Dragon is certainly the strongest monster to get from a Lightsworn Deck but you probably won't have met the requirements to get it on the field and thus it will be clear to your opponent that you plan to Summon it later.  
 
                               Rating: 2 | RATE-EN094 | Effect Monster
Mekanikal Arkfiend
DARK | Fiend | Level 4 | ATK 100 | DEF 2100
When this card inflicts battle damage to your opponent: You can Special Summon 1 Normal Monster from your hand or Graveyard.
(Common)  

2100 DEF can hold back some monsters but it can only bring out or revive Normal Monsters.   
 
                               Rating: 1 | RATE-EN093 | Trap Card
Rocket Hand
Normal Trap
Target 1 Attack Position monster you control with 800 or more ATK; equip this card to that target. It gains 800 ATK. You can send this equipped card to the Graveyard, then target 1 face-up card on the field; destroy it, then change the ATK of the monster this card was equipped to, to 0, also its battle position cannot be changed. You can only use 1 "Rocket Hand" effect per turn, and only once that turn.
(Common)

Girag would be disappointed that this card is so lame because while its ATK boost and activation requirements aren't that bad, should you choose to use the other effect, the affected monster loses any ATK it had prior to using this and is forced to stay in the battle position it was in before activation.   
 
                               Rating: 1 | RATE-EN092 | Spell Card
Symph Amplifire
Field Spell
Each time an effect of a "Symphonic Warrior" card is activated, place 1 Symphonic Counter on this card when that effect resolves. All "Symphonic Warrior" monsters on the field gain 100 ATK for each Symphonic Counter on this card. Once per turn: You can remove 5 or 7 Symphonic Counters from your field; apply this effect, depending on the number of Symphonic Counters removed.
● 5 Counters: Inflict 300 damage to your opponent for each "Symphonic Warrior" card on the field.
● 7 Counters: Banish cards your opponent controls and/or in their Graveyard, up to the number of "Symphonic Warrior" cards on the field.
(Common)

The boost is weak and it will take several counters accumulated for you to be able to use either effect, which in turn will cost them the ATK boost this card provides.
 
                               Rating: 2 | RATE-EN091 | Effect Monster
Symphonic Warrior Synthess
WIND | Machine-Type Flip | Level 4 | ATK 1200 | DEF 1900
FLIP: You can add 1 "Symphonic Warrior" monster from your Deck to your hand, except "Symphonic Warrior Synthess".
Once per turn: You can target 1 monster you control or in your Graveyard whose original name includes "Symphonic Warrior", except "Symphonic Warrior Synthess"; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. You can banish this card from your Graveyard, then target 1 of your banished "Symphonic Warrior" monsters, except "Symphonic Warrior Synthess"; Special Summon it.
(Common)

It has 1900 DEF and can copy some of the better Symphonic Warriors for a turn but having a Symphonic Warrior be banished isn't that likely and you have to banish this card from the Graveyard to bring that banished Symphonic Warrior back to your field.
 
                               Rating: 2 | RATE-EN090 | Pendulum Monster
Symphonic Warrior Guitaar
WIND | Machine-Type Pendulum | Level 3 | ATK 1500 | DEF 100 | Scale 7
You can discard 1 card; Special Summon 1 "Symphonic Warrior" monster from your Deck, except "Symphonic Warrior Guitaar". You can only use this effect of "Symphonic Warrior Guitaar" once per turn.

When this card is Normal Summoned: You can target 1 "Symphonic Warrior" monster in your Graveyard; Special Summon it.
(Common)

Should more Symphonic Warriors get made, this won't be too bad but at the moment, I've only found one Symphonic Warrior monster to be worthwhile.
 
                               Rating: 2 | RATE-EN089 | Trap Card
SPYRAL MISSION - Recapture
Continuous Trap
Destroy this card during your 3rd End Phase after activation. Once per turn, if a "SPYRAL" monster is Special Summoned to your field (except during the Damage Step): You can target 1 monster your opponent controls; take control of it until the End Phase, but it cannot attack directly this turn. If a "SPYRAL" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead of destroying 1 of those "SPYRAL" monsters.
(Rare)

SPYRAL monsters have ended their run as cards but only a few of them are actually worthwile, which means this card doesn't have a whole lot of uses either.
 
                               Rating: 1 | RATE-EN088 | Trap Card
SPYRAL GEAR - Utility Wire
Normal Trap
If you control "SPYRAL Super Agent": Target 1 face-up card your opponent controls; place it on top of the Deck. You can only activate 1 "SPYRAL GEAR - Utility Wire" per turn.
(Super Rare)

It may look like it's effective in the artwork but I'd bet that's just what the SPYRALs envision it to do rather than what it actually does because this card's effect is anything but effective.
 
                               Rating: 3 | RATE-EN087 | Effect Monster
SPYRAL Tough
WIND | Warrior | Level 4 | ATK 1900 | DEF 1500
This card's name becomes "SPYRAL Super Agent" while it is on the field or in the Graveyard. Once per turn: You can declare 1 card type (Monster, Spell, or Trap) and target 1 card your opponent controls; reveal the top card of your opponent's Deck, and if you do, destroy the targeted card if the revealed card is the declared type.
(Rare)

He can probably show SPYGAL Misty a thing or two about being playable thanks to his 1900 ATK and low Level.
 
                               Rating: 1 | RATE-EN086 | Effect Monster
SPYGAL Misty
DARK | Spellcaster | Level 4 | ATK 1500 | DEF 1600
If this card is Normal or Special Summoned: You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, draw 1 card if it is a card of that type. Once per turn, during either player's turn: You can target 1 "SPYRAL Super Agent" you control and 1 monster your opponent controls; return both monsters to the hand.
(Ultra Rare)

She certainly looks like she's dressed to be a professional but her effect makes her more like a rookie.
 
                               Rating: 2 | RATE-EN085 | Spell Card
Subterror Cave Clash
Continuous Spell
All "Subterror" monsters you control gain 500 ATK and DEF for each Set monster on the field. Once per turn, when a "Subterror" monster you control inflicts battle damage to your opponent: You can target 1 "Subterror" card in your Graveyard, except "Subterror Cave Clash"; add it to your hand.
(Super Rare)

You could probably use this with the previous monsters that flip themselves face-down but monsters that are Set are generally not that way for long.
 
                               Rating: 2 | RATE-EN084 | Effect Monster
Subterror Behemoth Voltelluric
EARTH | Thunder-Type Flip | Level 9 | ATK 1900 | DEF 3000
FLIP: You can target 1 Set monster your opponent controls; take control of it until your next End Phase. You can only use this effect of "Subterror Behemoth Voltelluric" 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.
(Rare)

With 3000 DEF, it's bound to survive being attacked by an opponent's monster and will likely cost your opponent LP too but both effects are pretty mediocre.
 
                               Rating: 3 | RATE-EN083 | Effect Monster
Subterror Behemoth Dragossuary
EARTH | Zombie-Type Flip | Level 6 | ATK 2400 | DEF 1600
FLIP: You can activate this effect; this turn, "Subterror" cards you control cannot be destroyed by your opponent's card effects. You can only use this effect of "Subterror Behemoth Dragossuary" 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)

Beatsticks are always worthwhile so long as they don't have any drawbacks and this one is also a Zombie-Type monster, making it ideal with Call of the Mummy.
 
                               Rating: 2 | RATE-EN082 | Effect Monster
Subterror Nemesis Defender
EARTH | Beast-Warrior | Level 2 | ATK 100 | DEF 2000
During either player's turn, when your opponent activates a card or effect that targets exactly 1 Set monster you control (and no other cards), or when a Set monster you control is targeted for an attack by an opponent's monster: You can send this card from your hand or face-up from your field to the Graveyard, then target another monster you control that would be an appropriate target; that card/effect/attack now targets the new target. While you control a Set monster, this card cannot be destroyed by battle or card effects.
(Rare)

It can be used to defend your LP or save a monster you control from harm but neither option is particularly that good.
 
                               Rating: 1 | RATE-EN081 | Fusion Monster
Sea Monster of Theseus
WATER | Zombie, Fusion and Tuner | Level 5 | ATK 2200 | DEF 1800
2 Tuners
(Secret Rare)

Konami hyped this like no tomorrow but it's a huge letdown since it's only viable use is with Instant Fusion and there are better Tuner monsters that don't have such restraints.
 
                               Rating: 1 | RATE-EN080 | Trap Card
Massivemorph
Normal Trap
Target 1 face-up monster your opponent controls; its ATK and DEF become double its current ATK and DEF, but it cannot attack directly.
(Common)

Not being able to attack directly is a small drawback when the opponent's monster is twice as strong. Stick to Darkworld Shackles instead as it's much easier to activate and doesn't benefit your opponent at all.
 
                               Rating: 2 | RATE-EN079 | Trap Card
Switcheroroo
Normal Trap
If you control the same number of monsters as your opponent, switch control of all those monsters.
(Rare)

If your monsters are outmatched, this'd help you out pretty nicely or you could just play a weaker monster on purpose, then switch it with your opponent's lone monster but you both need to control the same number of monsters.
 
                               Rating: 2 | RATE-EN078 | Trap Card
Full Force Virus
Normal Trap
Tribute 1 DARK monster with 2000 or more DEF; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less DEF.
(Secret Rare)

This could hit more powerful monsters like any of the Monarchs or Jinzo but I think you'd want to keep that DARK monster instead of getting rid of it for little or no benefit.
 
                               Rating: 1 | RATE-EN077 | Trap Card
Purushaddoll Aeon
Normal Trap
Target 1 "Shaddoll" monster you control; send 1 "Shaddoll" card from your hand to the Graveyard, and if you do, the targeted monster gains 1000 ATK and DEF, but is changed to face-down Defense Position during the End Phase.
(Common)

Having to ditch a Shaddoll card to give the monster 1000 ATK and DEF isn't all that bad but that's for nothing in the end thanks to its side-effect.
 
                               Rating: 2 | RATE-EN076 | Trap Card
Void Feast
Normal Trap
Send 1 "Void" Spell/Trap Card from your hand or face-up from your field to the Graveyard; Special Summon up to 3 "Infernoid" monsters from your Deck, whose total Levels exactly equal 8, ignoring their Summoning conditions.
(Common)

It's a small cost to bring out 3 monsters but Void monsters have only proven to me that they're pretty poor.
 
                               Rating: 2 | RATE-EN075 | Trap Card
Majespector Gust
Normal Trap
Target 1 "Majespecter" card in your Pendulum Zone; Special Summon it.
(Common)

It can help if you don't have any other monsters to play but it doesn't do anything else.
 
                               Rating: 2 | RATE-EN074 | Trap Card
Shiranui Style Samsara
Continuous Trap
This card's name becomes "Shiranui Style Synthesis" while it is in the Spell & Trap Zone. Once per turn: You can activate 1 of these effects.
● Banish 1 face-up Zombie-Type monster you control; you take no damage this turn (even if this card leaves the field).
● Target 2 of your banished Zombie-Type monsters with 0 DEF; shuffle them both into the Deck, then draw 1 card.
(Common)

Any of your Zombies will work with this and some of the good ones have 0 DEF to retrieve later.
 
                               Rating: 1 | RATE-EN073 | Trap Card
Beginning of Heaven and Earth
Normal Trap
Reveal 3 Warrior-Type monsters from your Deck, including at least 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, and have your opponent randomly pick 1. If they picked a "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, add it to your hand and send the rest to the Graveyard. Otherwise, send them all to the Graveyard. You can only activate 1 "Beginning of Heaven and Earth" per turn.
(Common)

The artwork looks like a much more promising outcome than this'd ever do because this is a huge risk unless you pick 3 of the same monster but only the Effect Black Luster Soldier and Super Soldier are any good.
 
                               Rating: 2 | RATE-EN072 | Trap Card
Shinobird Salvation
Continuous Trap
If a face-up Spirit monster(s) you control returns to your hand while this card is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. When an opponent's monster declares an attack: You can banish 1 Spirit monster from your Graveyard; negate the attack, then end the Battle Phase. You can only use each effect of "Shinobird Salvation" once per turn.
(Common)

Spirit monsters are pretty well guaranteed to return to the hand and thus you'll take out an opponent's threat but the other effect is only going to cost you resources.
 
                               Rating: 2 | RATE-EN071 | Trap Card
Zoodiac Combo
Normal Trap
Target 1 "Zoodiac" Xyz Monster you control; attach 1 "Zoodiac" monster from your Deck to that Xyz Monster as Xyz Material. 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 5 "Zoodiac" cards in your Graveyard with different names; shuffle all 5 into the Deck, then draw 1 card.
(Common)

It'll help power up the feeble Zoodiac Xyz Monsters but with their best monster at the moment having only 1600 ATK, it'd be best if that Xyz Monster already has a Zoodiac Xyz Material.
 
                               Rating: 2 | RATE-EN070 | Trap Card
Ancient Gear Reborn
Continuous Trap
Once per turn, if you control no monsters: You can target 1 "Ancient Gear" monster in your Graveyard; Special Summon it, and if you do, it gains 200 ATK (even if this card leaves the field). You can only control 1 "Ancient Gear Reborn".
(Rare)

Not all Ancient Gear monsters can be revived but unlike the more versatile Call of the Haunted, this doesn't have a preference for the monster's battle position and does make it a bit stronger.
 
                               Rating: 1 | RATE-EN069 | Trap Card
Cipher Spectrum
Normal Trap
If a "Cipher" Xyz Monster(s) you control that has Xyz Material is destroyed by battle or an opponent's card effect and sent to your Graveyard: Target 1 of those monsters; Special Summon it, and if you do, Special Summon 1 Xyz Monster from your Extra Deck with the same name as that Xyz Monster.
(Common)

You do get 2 monsters for the price of one but neither of them will do you much good without their Xyz Materials.
 
                               Rating: 2 | RATE-EN068 | Trap Card
Lost Wind
Normal Trap
Target 1 face-up Special Summoned monster on the field; it has its effects negated, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field.
(Rare)

Fiendish Chain is actually a better card since it can affect more monsters and stops it from attacking whereas this is just a watered down version of Shrink.
 
                               Rating: 1 | RATE-EN067 | Spell Card
Terminal World NEXT
Continuous Spell
Activate this card if your opponent controls 3 or fewer monsters and 3 or fewer Spell/Trap Cards, while you control no other cards. Cards cannot be placed on the field if it would give any player more than 3 monsters or more than 3 Spell/Trap Cards on their field.
(Short Print Common)

A supposed lock-down card but its activation requirements are kinda strict and you may eventually be locked out of any way to get rid of this later.
 
                               Rating: 1 | RATE-EN066 | Spell Card
That Grass Looks Greener
Normal Spell
If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent.
(Secret Rare)

Even if you're just dumping cards that could benefit you, you're still increasing your odds of Decking out first.
 
                               Rating: 2 | RATE-EN065 | Spell Card
Foolish Burial Goods
Normal Spell
Send 1 Spell/Trap Card from your Deck to the Graveyard. You can only activate 1 "Foolish Burial Goods" per turn.
(Secret Rare)

Since some Spell/Trap Cards benefit from being in the Graveyard, this isn't too bad but only one copy can be activated per turn.
 
                               Rating: 2 | RATE-EN064 | Spell Card
Ritual Beast Return
Quick-Play Spell
Banish 1 "Ritual Beast" monster from your hand, then target 1 of your "Ritual Beast" monsters, that is banished or is in your Graveyard; Special Summon it.
(Common)

Ritual Beasts never really impressed me but you'll probably be reviving a better Ritual Beast than the one you banish from your hand.
 
                               Rating: 1 | RATE-EN063 | Spell Card
Super Quantal Alphan Spike
Normal Spell
If you control 3 or more "Super Quantum" monsters with different names: Shuffle as many cards your opponent controls as possible into the Deck, then your opponent Special Summons 1 monster from their Extra Deck, ignoring its Summoning conditions. You can banish this card and 1 "Super Quantal Fairy Alphan" from your Graveyard; activate 1 "Super Quantal Mech Ship Magnacarrier" from your Deck.
(Common)

Why bother using this when you're just giving your opponent possibly something better for free after you get the work of actually getting the Super Quantum monsters out on your field?
 
                               Rating: 1 | RATE-EN062 | Spell Card
Super Soldier Synthesis
Ritual Spell
This card can be used to Ritual Summon any "Black Luster Soldier" Ritual Monster from your hand or Graveyard. You must also send 1 LIGHT and 1 DARK monster (1 from your hand and 1 from your Deck) to the Graveyard, whose total Levels exactly equal 8. You can only activate 1 "Super Soldier Synthesis" per turn.
(Common)

It sounds good until you read that you need a LIGHT and DARK monster from different locations to use for the Ritual Summon.
 
                               Rating: 2 | RATE-EN061 | Spell Card
Shinobird Power Spot
Continuous Spell
Spirit monsters you control gain 500 ATK and DEF. If a face-up WIND monster(s) you control returns to your hand (except during the Damage Step): You can add 1 Spirit monster or Ritual Spell Card from your Deck to your hand. You can only use this effect of "Shinobird Power Spot" once per turn.
(Common)

At least not all of the effects are restrained to WIND monsters but it's still pretty poor.
 
                               Rating: 1 | RATE-EN060 | Spell Card
Shinobird's Calling
Ritual Spell
This card is used to Ritual Summon "Shinobaroness Peacock" or "Shinobaron Peacock". You must also Tribute monsters from your hand or field and/or banish Spirit monsters from your Graveyard, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon.
(Common)

Both Ritual Monsters it brings out are just horrible so one shouldn't expect the Ritual Summon linked to them to be any good either.
 
                               Rating: 2 | RATE-EN059 | Spell Card
Zoodiac Barrage
Continuous Spell
You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Zoodiac" monster from your Deck. You can only use this effect of "Zoodiac Barrage" once per turn. If this card is destroyed by a card effect and sent to the Graveyard: You can target 1 "Zoodiac" Xyz Monster you control; attach this card from your Graveyard to that Xyz Monster as Xyz Material.
(Secret Rare)

Zoodiacs don't seem to have any benefit from being destroyed so I don't know how doing so is going to help much, though being able to add to one of their Xyz Monster's Xyz Materials isn't so bad.
 
                               Rating: 2 | RATE-EN058 | Spell Card
Zodiac Sign
Field Spell
All "Zoodiac" monsters you control gain 300 ATK and DEF. Monsters your opponent controls cannot target face-up Beast-Warrior-Type monsters you control for attacks, except the Beast-Warrior-Type monster you control with the highest ATK (either, if tied). Once per turn, if a "Zoodiac" monster(s) you control would be destroyed by card effect, you can destroy 1 monster in your hand or field instead of 1 "Zoodiac" monster.
(Common)

The boost is pretty minimal but the other effects aren't too bad.
 
                               Rating: 2 | RATE-EN057 | Spell Card
Recardination
Normal Spell
Target 1 "Flower Cardian" monster in your Graveyard; add it to your hand, then you can Special Summon 1 "Flower Cardian" monster from your hand, ignoring its Summoning conditions. If this card is sent to the Graveyard by a "Flower Cardian" monster's effect: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated Spell/Trap Card to your hand. Place the remaining cards on top of your Deck in any order.
(Common)

You basically get two Flower Cardians, one from your Graveyard and one you Summon before you hunt for a Spell/Trap in your Deck but that's still a risk and only occurs after this card is sent to the Graveyard by a Flower Cardian monster's effect.
 
                               Rating: 2 | RATE-EN056 | Spell Card
Rank-Up-Magic Cipher Ascension
Quick-Play Spell
During either player's Main Phase: Target 1 "Cipher" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Cipher" Xyz Monster that is 1 Rank higher than that target, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) It gains this effect.
● This card gains 500 ATK for each Level 4 or higher monster you control.
(Common)

Only three Cipher Xyz Monsters exist at the moment and they aren't really that great so this isn't going to have much potential in my eyes.
 
                               Rating: 1 | RATE-EN055 | Spell Card
Machine Angel Absolute Ritual
Ritual Spell
This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster. You must also Tribute monsters from your hand or field and/or shuffle Fairy or Warrior-Type monsters from your Graveyard into the Deck, whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.
(Common)

This card is much too situational to be worthwhile as you're asked for specific monsters that must be in your Graveyard and be equal to the monster you're going to Ritual Summon.
 
                               Rating: 2 | RATE-EN054 | Xyz Monster
Zoodiac Boarbow
EARTH | Beast-Warrior-Type Xyz | Rank 4 | ATK ? | DEF ?
5 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Boarbow" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. This card can attack your opponent directly. When this card inflicts battle damage to your opponent while it has 12 or more Xyz Materials: You can send as many cards as possible from your opponent's hand and field to the Graveyard, then change this card to Defense Position.
(Rare)

I don't know how you're going to get 12 Xyz Materials on this guy, perhaps by using other Zoodiacs but it probably won't be very strong either way.
 
                               Rating: 2 | RATE-EN053 | Xyz Monster
Zoodiac Drident
EARTH | Beast-Warrior-Type Xyz | Rank 4 | ATK ? | DEF ?
4 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Drident" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up card on the field; destroy it.
(Secret Rare)

The third of the Zoodiac Xyz Monsters and there isn't really anything to say about it when it's just as vulnerable as any of its friends.
 
                               Rating: 2 | RATE-EN052 | Xyz Monster
Zoodiac Tigermortar
EARTH | Beast-Warrior-Type Xyz | Rank 4 | ATK ? | DEF ?
3 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Tigermortar" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Xyz Monster you control and 1 "Zoodiac" monster in your Graveyard; attach that "Zoodiac" monster to that Xyz Monster as Xyz Material.
(Ultra Rare)

Not much more to be said than what was said with Broadbull since all the properties of this card are like that monster's so I suppose this is just as sub-par as that monster.
 
                               Rating: 2 | RATE-EN051 | Xyz Monster
Zoodiac Broadbull
EARTH | Beast-Warrior-Type Xyz | Rank 4 | ATK ? | DEF ?
2 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Broadbull" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. Once per turn: You can detach 1 Xyz Material from this card; add 1 Beast-Warrior-Type monster, that can be Normal Summoned/Set, from your Deck to your hand.
(Secret Rare)

It's only as strong as the number of Zoodiacs as its Xyz Materials and will lose ATK and DEF when the effect is used but it's not all that bad given there's really no limit to how strong they can be and you can use just one Zoodiac as the Xyz Material.
 
                               Rating: 3 | RATE-EN050 | Xyz Monster
Heavy Armored Train Ironwolf
EARTH | Machine-Type Xyz | Rank 4 | ATK 2200 | DEF 2200
2 Level 4 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 Machine-Type monster you control; this turn, it can attack your opponent directly, also other monsters cannot attack. If this card in your possession is destroyed by an opponent's card (by battle or card effect) and sent to your Graveyard: You can add 1 Level 4 Machine-Type monster from your Deck to your hand.
(Super Rare)

Easy to bring out and highly supports Machine-Type monsters, including Karakuris.
 
                               Rating: 1 | RATE-EN049 | Xyz Monster
Neo Galaxy-Eyes Cipher Dragon
LIGHT | Dragon-Type Xyz | Rank 9 | ATK 4500 | DEF 3000
3 Level 9 monsters
If this card has a "Cipher" card as Xyz Material, it gains this effect.
● Once per turn: You can detach up to 3 Xyz Materials from this card; monsters you control cannot attack your opponent directly for the rest of this turn, except this card, also for each Material detached, take control of 1 opponent's face-up monster until the End Phase, but while this effect is applied, they have their effects negated, their ATK's become 4500, also their names become "Neo Galaxy-Eyes Cipher Dragon".
(Super Rare)

Right away, this card asks for a Cipher card as Xyz Material for it to obtain any of its effects and even when you do, this card costs you 3 Xyz Materials to snatch monsters from your opponent and turn them into basically rip-offs of this monster that can't even attack drectly (and given the effect, you'll probably be in that situation).
 
                               Rating: 2 | RATE-EN048 | Pendulum Monster
Odd-Eyes Raging Dragon
DARK | Dragon, Xyz and Pendulum | Rank 7 | ATK 3000 | DEF 2500 | Scale 1
Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone.

2 Level 7 Dragon-Type monsters
If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card in your Extra Deck. If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone. If this card is Xyz Summoned using an Xyz Monster as Material, it gains these effects.
● It can make a second attack during each Battle Phase.
● Once per turn: You can detach 1 Xyz Material from it; destroy as many cards your opponent controls as possible, and if you do, this card gains 200 ATK for each, until the end of this turn.
(Ultra Rare)

Like Odd-Eyes Rebellion Dragon, this guy's Summoning follows the same idea with an Xyz Summon and then the ability to become a Pendulum Monster afterwards but won't be able to do much for you either way unless you can Rank-Up to it.
 
                               Rating: 2 | RATE-EN047 | Synchro Monster
Shiranui Sunsaga
FIRE | Zombie-Type Synchro | Level 10 | ATK 3500 | DEF 0
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters
If this card is Special Summoned: You can return any number of your Zombie-Type Synchro Monsters, that are banished or are in your Graveyard, to the Extra Deck, then you can destroy cards your opponent controls, equal to the number of cards returned. If a Zombie-Type monster(s) you control would be destroyed by battle or card effect, you can banish 1 "Shiranui" monster from your Graveyard instead. You can only Special Summon "Shiranui Sunsaga(s)" once per turn.
(Rare)

Recycling Zombie Synchros isn't a bad idea, especially if done by this card's effect but using the protection effect requires having its friends in your Graveyard and you can only Special Summon 1 copy of this per turn.
 
                               Rating: 2 | RATE-EN046 | Synchro Monster
Crystron Quariongandrax
WATER | Machine-Type Synchro | Level 9 | ATK 3000 | DEF 3000
2 or more Tuners + 1 non-Tuner monster
If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field.
(Ultra Rare)

One of the few 2 Tuner Synchro monsters and it's not all that bad when it can banish a fair number of your opponent's cards and then bring it out to your field if it's destroyed.
 
                               Rating: 2 | RATE-EN045 | Synchro Monster
Flower Cardian Lightflare
DARK | Warrior-Type Synchro | Level 10 | ATK 5000 | DEF 0
1 Tuner + 4 non-Tuner monsters
Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card: You can negate the activation, and if you do, destroy that card. If a "Flower Cardian" monster you control battles an opponent's monster, that opponent's monster has its effects negated during the Battle Phase only. If this face-up Synchro Summoned card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can Special Summon 1 "Flower Cardian" Synchro Monster from your Extra Deck, except "Flower Cardian Lightflare".
(Rare)

You can get some of the benefits out of this wtihout having to use other Flower Cardians but you'll still need to get 5 monsters out in order to bring this card out in the first place and the last effect can't give you another copy of itself.
 
                               Rating: 2 | RATE-EN044 | Synchro Monster
Superheavy Samurai Stealth Ninja
EARTH | Machine-Type Synchro | Level 7 | ATK 1200 | DEF 2800
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.
(Rare)

I probably wouldn't recommend halving its DEF just to attack directly since that won't be more than 1400 damage usually, though Special Summoning itself at the next Standby Phase if destroyed by a card effect isn't that bad.
 
                               Rating: 2 | RATE-EN043 | Synchro Monster
Windwitch - Winter Bell
WIND | Spellcaster-Type Synchro | Level 7 | ATK 2400 | DEF 2000
1 Tuner + 1 or more non-Tuner WIND monsters
You can target 1 "Windwitch" monster in your Graveyard; inflict damage to your opponent equal to that target's Level x 200. During either player's Battle Phase: You can target 1 "Windwitch" monster you control; Special Summon 1 monster from your hand with a Level less than or equal to that monster, but it cannot attack this turn. You can only use each effect of "Windwitch - Winter Bell" once per turn.
(Rare)

It works best with other Windwitch monsters but they aren't all that strong, nor would do have Levels high enough to inflict much damage.
 
                               Rating: 2 | RATE-EN042 | Fusion Monster
Ancient Gear Howitzer
EARTH | Machine-Type Fusion | Level 8 | ATK 1000 | DEF 1800
2 "Ancient Gear" monsters
Unaffected by other cards' effects. During your Main Phase: You can inflict 1000 damage to your opponent. You can only use this effect of "Ancient Gear Howitzer" once per turn. If this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions.
(Common)

A weak Level 8 monster that cannot be harmed at all and can deal 1000 damage to your opponent each turn but you can't power it up either and while it can bring out any Ancient Gear monster from your Deck, it's not great as a whole.
 
                               Rating: 3 | RATE-EN041 | Fusion Monster
Chaos Ancient Gear Giant
DARK | Machine-Type Fusion | Level 10 | ATK 4500 | DEF 3000
4 "Ancient Gear" monsters
Must be Fusion Summoned and cannot be Special Summoned by other ways. Unaffected by Spell/Trap effects. Your opponent's monsters cannot activate their effects during the Battle Phase. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(Super Rare)

It doesn't offer the same attack protection that other Ancient Gear monsters do but it's unaffected by Spell/Trap Cards anyway and haults your opponent's monster effects during the Battle Phase. The other effects are also pretty good and it doesn't require any specific Ancient Gears as Fusion Material.
 
                               Rating: 2 | RATE-EN040 | Fusion Monster
Windwitch - Crystal Bell
WIND | Spellcaster-Type Fusion | Level 8 | ATK 2800 | DEF 2400
"Windwitch - Winter Bell" + 1 "Windwitch" monster
You can target 1 monster in either player's Graveyard; until the End Phase, this card's name becomes that target's original name, and replace this effect with that target's original effects. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can target 1 "Windwitch - Winter Bell" and 1 Level 4 or lower "Windwitch" monster in your Graveyard; Special Summon them. You can only use each effect of "Windwitch - Crystal Bell" once per turn.
(Rare)

I like the idea of it adapting the name and effects of the monster in either Graveyard but that only lasts one turn and the other effect won't get much more than the Fusion Materials you used to Fusion Summon it.
 
                               Rating: 2 | RATE-EN039 | Fusion Monster
Brave-Eyes Pendulum Dragon
DARK | Dragon-Type Fusion | Level 8 | ATK 3000 | DEF 2000
1 "Pendulum Dragon" monster + 1 Warrior-Type monster
When this card is Fusion Summoned: You can change the ATK of all face-up monsters your opponent currently controls to 0, also, for the rest of this turn, other monsters you control cannot attack. Negate the activated effects of monsters with 0 ATK. At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.
(Secret Rare)

It has potential for some pretty big damage once it hits the field but after that, other monsters can take it down and your other monsters can't even attack if you use the ATK draining effect.
 
                               Rating: 1 | RATE-EN038 | Ritual Monster
Shinobaron Peacock
WIND | Winged Beast, Ritual and Spirit | Level 8 | ATK 3000 | DEF 2500
You can Ritual Summon this card with "Shinobird's Calling". Must be Ritual Summoned, and cannot be Special Summoned by other ways. If this card is Ritual Summoned: You can return up to 3 monsters your opponent controls to the hand, then you can Special Summon 1 Level 4 or lower Spirit monster from your hand, ignoring its Summoning conditions. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand, and if you do, Special Summon 2 "Shinobird Tokens"
(Winged Beast-Type/WIND/Level 4/ATK 1500/DEF 1500).
(Rare)

All they did was basically switch its ATK and DEF and change what it returns to the hand because it still has all the reasons why you shouldn't use it.
 
                               Rating: 1 | RATE-EN037 | Ritual Monster
Shinobaroness Peacock
WIND | Winged Beast, Ritual and Spirit | Level 8 | ATK 2500 | DEF 3000
You can Ritual Summon this card with "Shinobird's Calling". Must be Ritual Summoned, and cannot be Special Summoned by other ways. If this card is Ritual Summoned: You can shuffle up to 3 Spell/Trap Cards your opponent controls into the Deck, then you can Special Summon 1 Level 4 or lower Spirit monster from your Deck, ignoring its Summoning conditions. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand, and if you do, Special Summon 2 "Shinobird Tokens" (Winged Beast-Type/WIND/Level 4/ATK 1500/DEF 1500).
(Rare)

Even the regular Spirit monsters that require 2 Tributes are better since they don't require extra cards just to have the exact same side-effect or to be re-Summoned later.
 
                               Rating: 2 | RATE-EN036 | Ritual Monster
Cyber Angel Natasha
LIGHT | Fairy-Type Ritual | Level 5 | ATK 1000 | DEF 1000
You can Ritual Summon this card with "Machine Angel Ritual". Once per turn: You can target 1 face-up monster you control; gain LP equal to half its ATK. When a Ritual Monster you control is targeted for an attack: You can negate the attack. If this card is in the Graveyard: You can banish 1 other "Cyber Angel" monster from your Graveyard, then target 1 monster your opponent controls; Special Summon this card, and if you do, take control of that monster.
(Super Rare)

Since it's a Ritual Monster you can negate attacks on itself and with 1000 ATK and DEF, you'll need to do that and thankfully it doesn't cost you anything. The final effect does and is pretty bad anyway.
 
                               Rating: 3 | RATE-EN035 | Effect Monster
Fairy Tail - Rella
LIGHT | Spellcaster | Level 4 | ATK 1850 | DEF 1000
Neither player can target monsters on the field with Spell Cards or effects, except this one. Once per turn: You can discard 1 Spell Card; equip 1 Equip Spell Card from your hand, Deck, or Graveyard to this card, but return that Equip Spell Card to the hand during the End Phase.
(Short Print Common)

The latest of the Fairy Tail series of monsters and she's about as good as the others, if you don't use her effect.
 
                               Rating: 3 | RATE-EN034 | Pendulum Monster
Metrognome
EARTH | Fairy-Type Pendulum | Level 4 | ATK 1800 | DEF 1600 | Scale 4
Once per turn: You can target 1 other card in a Pendulum Zone; this card's Pendulum Scale becomes equal to that card's, until the end of this turn.

While you have 2 cards in your Pendulum Zones with the same Pendulum Scale, this card gains ATK and DEF equal to the Pendulum Scale x 100, and can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: Destroy all cards in the Pendulum Zones.
(Short Print Common)

While the effects are rather situational, they won't harm your efforts to use it as a regular beatstick, though its scale isn't that low or high either.
 
                               Rating: 1 | RATE-EN033 | Effect Monster
Wightprincess
LIGHT | Zombie | Level 3 | ATK 1600 | DEF 0
This card’s name becomes "Skull Servant" while it is in the Graveyard. If this card is Normal or Special Summoned: You can send 1 "Wightprince" from your Deck to the Graveyard. During either player's turn: You can send this card from your hand or field to the Graveyard; all monsters currently on the field lose ATK and DEF equal to their own Level/Rank x 300, until the end of this turn.
(Common)

Wights continue to get cards sprinkled into booster sets but that's not going to help them fast enough. Her stats are pretty poor and using her last effect costs you as well as your opponent.
 
                               Rating: 1 | RATE-EN032 | Effect Monster
Eater of Millions
DARK | Fiend | Level 1 | ATK ? | DEF ?
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down.
(Common)

It costs you 5 cards that you won't get back easily and then you can't use it for anything else once it's out. Plus its pitiful ATK and DEF boost further makes this card trash.
 
                               Rating: 2 | RATE-EN031 | Effect Monster
Yokotuner
EARTH | Beast-Type Tuner | Level 1 | ATK 800 | DEF 600
When this card is Normal Summoned: You can Special Summon 1 Tuner from your hand or Graveyard, but it has its effects negated.
(Common)

The effect really only benefits Decks using Extra Deck monsters needing two Tuners because in most cases, bringing out a 2nd Tuner when this guy is already a Tuner is pretty well useless.
 
                               Rating: 2 | RATE-EN030 | Effect Monster
Hebo, Lord of the River
WATER | Aqua-Type Spirit | Level 4 | ATK 1800 | DEF 600
Cannot be Special Summoned. If this card is Normal Summoned or flipped face-up: You can target 1 face-up monster on the field; that target is treated as a Spirit monster, also return that target to the hand during the End Phase. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.
(Common)

Treating an opponent's monster as a Spirit monster isn't all that bad since that monster will be off the field, though that'll only really be useful if the monster can't be Summoned easily and won't do anything until this guy's effect returns that monster to the hand.
 
                               Rating: 4 | RATE-EN029 | Effect Monster
Apprentice Piper
DARK | Spellcaster-Type Flip | Level 2 | ATK 100 | DEF 1500
FLIP: You can Special Summon 1 monster from your hand.
If this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 1 monster from your hand.
(Common)

Surprised it's not Short-Printed considering its effect is so unrestrained but both effects allow you to drop some of the strongest monsters in the game with little effort.
 
                               Rating: 3 | RATE-EN028 | Effect Monster
Miscellaneousaurus
FIRE | Dinosaur | Level 4 | ATK 1800 | DEF 1000
During either player's Main Phase: You can send this card from your hand to the Graveyard; during this Main Phase, Dinosaur-Type monsters you control are unaffected by your opponent's activated effects. You can banish any number of Dinosaur-Type monsters from your Graveyard, including this card; Special Summon 1 Dinosaur-Type monster from your Deck with a Level equal to the total number of monsters banished to activate this effect, but destroy it during the End Phase. You can only use this effect of "Miscellaneousaurus" once per turn.
(Common)

It offers protection for its friends on the field and can hit the field and be stronger than a fair number of monsters of its Level.
 
                               Rating: 3 | RATE-EN027 | Effect Monster
Tierra, Source of Destruction
LIGHT | Fiend | Level 11 | ATK 3400 | DEF 3600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 10 other cards with different names from your hand and/or field into the Deck and/or Extra Deck, and cannot be Special Summoned by other ways. This card's Special Summon cannot be negated. If this card is Special Summoned: Shuffle all cards into the Deck, except this card, from each player's hand, field, Graveyard, and face-up Pendulum Monsters from the Extra Deck. Neither player can activate cards or effects in response to this effect's activation.
(Super Rare)

Sophia has morphed into something decent as you'll have a much easier time getting this out and when you do, the field and both players' hands are returned to the Deck but this guy stays, leaving you with 3400 damage to hit your opponent with and little odds of them being able to do much next turn.
 
                               Rating: 2 | RATE-EN026 | Effect Monster
Spiritual Beast Tamer Winda
WIND | Psychic | Level 4 | ATK 1600 | DEF 1800
If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 "Ritual Beast" monster from your Deck or Extra Deck, ignoring its Summoning conditions. You can only Special Summon "Spiritual Beast Tamer Winda(s)" once per turn.
(Rare)

This gives you access to the more powerful Ritual Beasts but you won't be bringing that monster back later and to even get that, this guy has to be destroyed by your opponent.
 
                               Rating: 2 | RATE-EN025 | Effect Monster
Envoy of Chaos
DARK | Warrior | Level 4 | ATK 1500 | DEF 0
During either player's Battle Phase: You can discard this card, then target 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster you control; it gains 1500 ATK until the end of this turn, and if it does, every opponent's monster that battles it this turn has its ATK become that monster's original ATK during damage calculation only. Once per turn, during the End Phase, if this card is in the Graveyard: You can banish 1 LIGHT and 1 DARK monster from your Graveyard, except this card; add this card to your hand.
(Rare)

Even the more mediocre Gaia the Fierce Knight monsters would get a pretty decent boost from this but the effect is so specific as a whole and doesn't have very strong stats on its own.
 
                               Rating: 1 | RATE-EN024 | Effect Monster
Shinobird Pigeon
WIND | Winged Beast-Type Spirit | Level 4 | ATK 1000 | DEF 1800
Cannot be Special Summoned. Once per turn: You can target 1 other Spirit monster on the field; return it to the hand. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.
(Common)

The odds of you seeing your opponent controlling a Spirit monster is pretty slim. In fact, I've only recalled seeing Dark Dust Spirit so you're wasting Deck space with this.
 
                               Rating: 2 | RATE-EN023 | Effect Monster
Shinobird Crane
WIND | Winged Beast-Type Spirit | Level 4 | ATK 1500 | DEF 1500
Cannot be Special Summoned. Once per turn, if another Spirit monster is Normal or Special Summoned while this monster is on the field: You can draw 1 card. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.
(Common)

Spirit monsters aren't all high-Level monsters so you have a few that can be Nornal Summoned but apart from drawing 1 card, you really don't have a lot of uses for this.
 
                               Rating: 2 | RATE-EN022 | Effect Monster
Shinobird Crow
WIND | Winged Beast-Type Spirit | Level 4 | ATK 0 | DEF 0
Cannot be Special Summoned. Once per turn, during either player's Damage Step, when this card battles an opponent's monster: You can discard 1 Spirit monster; until the end of the Battle Phase, this card gains ATK and DEF equal to the ATK and DEF of the discarded monster. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.
(Common)

The high-Level Spirit monsters like Yamata Dragon will benefit this guy but the fact that it starts out so vulnerable is pretty bad and it doesn't help that it's a Spirit monster too.
 
                               Rating: 2 | RATE-EN021 | Effect Monster
Crystron Sulfefnir
WATER | Machine | Level 5 | ATK 2000 | DEF 1500
If this card is in your hand or Graveyard: You can discard 1 "Crystron" card, except "Crystron Sulfefnir"; Special Summon this card in Defense Position, then destroy 1 card you control. If this card on the field is destroyed by battle or card effect: You can Special Summon 1 "Crystron" monster from your Deck in Defense Position. You can only use each effect of "Crystron Sulfefnir" once per turn.
(Super Rare)

Cryston Synchro Monsters like to be destroyed by card effects generally but having one out when this guy is in your hand won't be easy, though you can also destroy this guy itself for free replacement.
 
                               Rating: 2 | RATE-EN020 | Effect Monster
Crystron Rion
WATER | Machine-Type Tuner | Level 3 | ATK 500 | DEF 500
During your opponent's Main Phase or Battle Phase: You can target 1 of your banished non-Tuner monsters; 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 shuffled into the Deck instead of being sent to the Graveyard. You can only use this effect of "Crystron Rion" once per turn.
(Common)

Though you can choose any banished Tuner monster, very few Synchro Monsters ask for 2 Tuners, and in this case, only one Cryston Synchro does.
 
                               Rating: 2 | RATE-EN019 | Effect Monster
True King Lithosagym, the Disaster
EARTH | Wyrm | Level 9 | ATK 2500 | DEF 2300
If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including an EARTH monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were EARTH, you can also look at your opponent's Extra Deck and banish up to 3 monsters from it with different names. If this card is destroyed by card effect: You can Special Summon 1 non-EARTH Wyrm-Type monster from your Graveyard. You can only use each effect of "True King Lithosagym, the Disaster" once per turn.
(Super Rare)

You might be able to bring it out on your first turn but whether you Tribute Summon it or Special Summon it by its effect, it's going to cost you two monsters and doing so by its effect lowers its uses to basically EARTH Decks.
 
                               Rating: 2 | RATE-EN018 | Effect Monster
Zoodiac Ramram
EARTH | Beast-Warrior | Level 4 | ATK 400 | DEF 2000
If this card is destroyed by battle or card effect: You can target 1 "Zoodiac" monster in your Graveyard, except "Zoodiac Ramram"; Special Summon it. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● During either player's turn, when your opponent activates a Trap Card or effect that targets this card: You can detach 1 Xyz Material from this card; negate the activation.
(Common)

A bit different from the other Main Deck Zoodiacs as this guy comes with an additional effect unrelated to the bulleted effect and it's not too bad but it's not much better than the 2000 DEF it also comes with.
 
                               Rating: 2 | RATE-EN017 | Effect Monster
Zoodiac Thoroughblade
EARTH | Beast-Warrior | Level 4 | ATK 1600 | DEF 0
If this card is Normal or Special Summoned: You can discard 1 "Zoodiac" card, and if you do, draw 1 card. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(Ultra Rare)

I don't know of too many Beast-Warrior Xyz Monsters apart from Zoodiacs, though I recall some were at least okay, maybe even decent but those stats don't make it much of a threat on its own.
 
                               Rating: 2 | RATE-EN016 | Effect Monster
Zoodiac Whiptail
EARTH | Beast-Warrior | Level 4 | ATK 1200 | DEF 400
During either player's turn: You can target 1 Beast-Warrior-Type Xyz Monster you control; attach this card from your hand or field to it as Xyz Material. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● If this card battles an opponent's monster, after damage calculation: Banish that opponent's monster.
(Super Rare)

The strongest Main Deck Zoodiac so far and it can help refuel the Zoodiac Xyz Monsters, which'll need and you'll find out why soon enough.
 
                               Rating: 2 | RATE-EN015 | Effect Monster
Zoodiac Bunnyblast
EARTH | Beast-Warrior | Level 4 | ATK 800 | DEF 800
If this card is destroyed by battle or card effect: You can target 1 "Zoodiac" card in your Graveyard, except "Zoodiac Bunnyblast"; add it to your hand. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● During either player's turn, when your opponent activates a Spell Card or effect that targets this card: You can detach 1 Xyz Material from this card; negate the activation.
(Common)

So she probably combos with Ratpier to get what Ratpier puts in the Graveyard but there's clearly a pattern here as she too must be Xyz Material for a Beast-Warrior Xyz Monster for the bulleted effect to be obtained.
 
                               Rating: 2 | RATE-EN014 | Effect Monster
Zoodiac Ratpier
EARTH | Beast-Warrior | Level 4 | ATK 0 | DEF 0
If this card is Normal Summoned: You can send 1 "Zoodiac" card from your Deck to the Graveyard. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 "Zoodiac Ratpier" from your hand or Deck.
(Super Rare)

Supposedly, this guy is the main piece to Zoodiac Decks, though OCG Decklists combine them with other Deck themes (probably because they can't really do much on their own), which is pretty much what I've observed from their ATK and DEF.
 
                               Rating: 2 | RATE-EN013 | Effect Monster
Ancient Gear Hunting Hound
EARTH | Machine | Level 3 | ATK 1000 | DEF 1000
If this card is Normal Summoned: Inflict 600 damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. Once per turn: You can Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.
(Common)

Ancient Gears have returned for the ARC-V era of dueling and while this guy doesn't look like much, it can help you Fusion Summon Ancient Gear Fusion Monsters without Polymerization, not to mention doesn't have to be one of the Fusion Materials.
 
                               Rating: 1 | RATE-EN012 | Effect Monster
Flower Cardian Cherry Blossom with Curtain
DARK | Warrior | Level 3 | ATK 2000 | DEF 2000
Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. You can reveal this card in your hand; draw 1 card, and if you do, show it, then Special Summon this card if the drawn card is a "Flower Cardian" monster. Otherwise, send it and this card to the Graveyard. During either player's Damage Step, when your "Flower Cardian" monster battles an opponent's monster: You can discard this card; your battling monster gains 1000 ATK until the end of this turn.
(Common)

Even Flower Cardians cannot manipulate the odds to guarantee good luck and this guy relies heavily on that because you're forced to either bring it out by its effect or you can't use it.
 
                               Rating: 2 | RATE-EN011 | Effect Monster
Cipher Etranger
LIGHT | Spellcaster | Level 1 | ATK 0 | DEF 0
If this card is in your hand or Graveyard: You can target 1 "Cipher" Xyz Monster you control; attach this card to it as an Xyz Material. If this card is sent to the Graveyard: You can add 1 "Cipher" Spell/Trap Card from your Deck to your hand. You can only use 1 "Cipher Etranger" effect per turn, and only once that turn.
(Common)

Your Cipher Xyz Monster will basically have an Xyz Material each turn the effect is used, though it can only be used once per turn and the other effect can only get Cipher Spell/Trap Cards, and that's if the 1st effect hasn't been used already that turn.
 
                               Rating: 1 | RATE-EN010 | Effect Monster
Cyber Tutubon
EARTH | Warrior | Level 5 | ATK 1800 | DEF 1600
You can Special Summon this card (from your hand) by Tributing 1 Warrior or Fairy-Type monster from your hand or field. If this card is Tributed for a Ritual Summon: You can target 1 Ritual Spell Card in your Graveyard; add it to your hand.
(Common)

Undoubtedly an upgraded version of Cyber Tutu from the GX era but it hasn't really improved apart from its ATK and DEF, which are pretty poor for a Level 5 monster as is its effect.
 
                               Rating: 1 | RATE-EN009 | Effect Monster
Fusion Parasite
DARK | Insect | Level 1 | ATK 0 | DEF 0
This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. Cannot be used as Fusion Material otherwise. If this card is Special Summoned (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card.
(Rare)  

Regular Fusion Substitutes do better than this for they're stronger and can be used for any Fusion Summon and don't need a mediocre 2nd way to Fusion Summon either.   
 
                               Rating: 2 | RATE-EN008 | Effect Monster
Windwitch - Snow Bell
WIND | Spellcaster-Type Tuner | Level 1 | ATK 100 | DEF 100
If you control 2 or more WIND monsters, and no non-WIND monsters: You can Special Summon this card from your hand. A WIND Synchro Monster that was Summoned using this card as Synchro Material cannot be destroyed by your opponent's card effects.
(Ultra Rare)

Thankfully, I can use this for any WIND Synchro, not just Windwitch Synchros but that still doesn't make this all that good to use.   
 
                               Rating: 2 | RATE-EN007 | Effect Monster
Windwitch - Ice Bell
WIND | Spellcaster | Level 3 | ATK 1000 | DEF 1000
If you control no monsters: You can Special Summon this card from your hand, then you can Special Summon 1 "Windwitch" monster from your Deck, but it cannot be Tributed. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Level 5 or higher WIND monsters. If this card is Normal or Special Summoned: You can inflict 500 damage to your opponent. You can only use each effect of "Windwitch - Ice Bell" once per turn.
(Ultra Rare)

The 1st effect isn't all that bad as you can bring out two copies right away but you won't be Tribute Summoning the 2nd monster and you're restrained to Level 5 or higher WIND Extra Deck Special Summons. The other effect won't be doing you much good either considering even if you bring out two copies, only one of them will get to deal damage.
 
                               Rating: 2 | RATE-EN006 | Effect Monster
Speedroid Horse Stilts
WIND | Machine | Level 4 | ATK 1100 | DEF 1100
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Speedroid" monster from your hand. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 WIND monster from your Deck to the Graveyard. You can only use this effect of "Speedroid Horse Stilts" once per turn.
(Common)

Haven't seen too many decent or better Speedroids out there but should any better ones get released later on, this isn't so bad for bringing those out.
 
                               Rating: 2 | RATE-EN005 | Effect Monster
Speedroid Gum Prize
WIND | Machine-Type Tuner | Level 1 | ATK 0 | DEF 800
During the Battle Phase, if you take battle or effect damage: You can Special Summon this card from your hand. During either player's Battle Phase in which this card was Special Summoned by its effect, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only WIND monsters you control, including this card. If this card is sent to the Graveyard as a Synchro Material: You can send the top card of your Deck to the Graveyard, and if the sent card was a "Speedroid" monster, the Synchro Monster that used this card as Synchro Material gains 1000 ATK.
(Common)

A very weak Tuner monster but a Tuner monster without any Summoning requirements or side-effects, though getting the most out of it will require you to use it with other Speedroids.
 
                               Rating: 2 | RATE-EN004 | Pendulum Monster
Performapal Laugh Maker
LIGHT | Spellcaster-Type Pendulum | Level 8 | ATK 2500 | DEF 2000 | Scale 5
Once per turn, if your opponent controls a monster whose current ATK is higher than its original ATK: You can gain 1000 LP.

When this card declares an attack: You can make this card gain 1000 ATK for each monster on the field whose current ATK is higher than its original ATK, except other monsters you control, until the end of the Battle Phase. If this card is destroyed by battle or card effect while its current ATK is higher than its original ATK: You can target 1 monster in your Graveyard; Special Summon it. You can only use 1 "Performapal Laugh Maker" effect per turn, and only once that turn.
(Rare)

With all the ATK boosting cards that exist today, this guy is bound to be stronger than its printed ATK but even that isn't much when it doesn't gain for any monsters on your field that have higher-than-normal ATK.
 
                               Rating: 1 | RATE-EN003 | Pendulum Monster
Performapal Dag Daggerman
EARTH | Warrior-Type Pendulum | Level 5 | ATK 2000 | DEF 600 | Scale 2
During your Main Phase, if this card was activated this turn: You can target 1 "Performapal" monster in your Graveyard; add it to your hand. You can only use this effect of "Performapal Dag Daggerman" once per turn.

During your Main Phase, if this card was Pendulum Summoned this turn: You can send 1 "Performapal" monster from your hand to the Graveyard; draw 1 card. You can only use this effect of "Performapal Dag Daggerman" once per turn.
(Ultra Rare)

Both effects are one-time effects because you don't activate the exact same card multiple times usually and you certainly won't here, especially given that Pendulum Summons are once per turn. Plus, aside from his Scale, there's nothing good about it and none of it justifies having such a high rarity.
 
                               Rating: 1 | RATE-EN002 | Pendulum Monster
Performapal Handstandacoon
EARTH | Beast-Type Pendulum | Level 2 | ATK 400 | DEF 600 | Scale 3
You can target 1 "Performapal" card you control; return it to the hand, but for the rest of this turn, your cards with the same name as the one returned to the hand by this effect, and their effects, cannot be activated (even if this card leaves the field). You can only use this effect of "Performapal Handstandaccoon" once per turn.

When this card is destroyed by battle: You can target 1 card on the field; return it to the hand.
(Common)

The monster's acrobatics will impress no one since his stats and effects are poor and such a feat isn't uncommon.
 
                               Rating: 2 | RATE-EN001 | Pendulum Monster
Dragoncaller Magician
DARK | Spellcaster-Type Pendulum | Level 7 | ATK 2400 | DEF 1000 | Scale 2
Once per turn: You can target 1 face-up monster on the field; it becomes Dragon-Type until the end of your opponent's turn (even if this card leaves the field).

Once per turn: You can make this card become Dragon-Type until the end of this turn. A monster that was Fusion, Synchro, or Xyz Summoned using this card on the field as Material gains this effect.
● If this card battles a Dragon-Type monster, this card's ATK becomes double its original ATK during the Damage Step only.
(Super Rare)

Its low scale will help you get plenty of soon-to-be Dragon-Type monsters out but that benefit only lasts until your opponent's next turn ends and the other effect only applies if the new monster battles a Dragon-Type monster, not to mention its stats aren't great for a Level 7 monster.
 
                               Rating: 2 | RATE-EN000 | Spell Card
Fusion Recycling Plant
Field Spell
Once per turn: You can discard 1 card; add 1 "Polymerization" from your Deck or Graveyard to your hand. Once per turn, during the End Phase: You can target 1 monster in your Graveyard that was used as a Fusion Material for a Fusion Summon this turn; add it to your hand.
(Rare)

This card helps you overcome the general obstacles with Fusion Summoning. Typically, you get one Fusion Summon and then have to wait until you can Fusion Summon again, either by drawing a 2nd Fusion Summon Spell Card or recovering the old one. Though, neither effect is really all that great.