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Secrets of Eternity (SECE-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Secrets_of_Eternity_(TCG-EN-1E)
                               Rating: 1 | SECE-EN099 | Trap Card
Soul Strike
Normal Trap
If your LP is 4000 or less, when an attack is declared involving a monster you control and an opponent's monster: Pay half your LP, then target 1 face-up monster you control; it gains ATK equal to the deficit between your current LP and 4000. You can only activate 1 "Soul Strike" per turn.
(Common)


Even with the ATK boost, that's not enough to offset the fact that you're paying half your LPs to use a card that needs you to be already down to 4000 or less. 
 
                               Rating: 2 | SECE-EN098 | Spell Card
Gogogo Talisman
Continuous Spell
While you control 2 or more "Gogogo" monsters, you take no effect damage. Once per turn, when an attack is declared involving a "Gogogo" monster you control: You can activate this effect; that monster you control cannot be destroyed by that battle.
(Common)


Gogogo monsters aren't all that bad monsters and you'll take no effect damage when you get two out, even if it's just two of the same monster, and can protect one of them from destruction in battle once per turn. 
 
                               Rating: 3 | SECE-EN097 | Spell Card
Level Lifter
Normal Spell
Send 1 monster from your hand to the Graveyard, then target up to 2 face-up monsters you control; their Levels become the original Level of the monster sent to the Graveyard to activate this card.
(Common)

Send a high-Level monster to the Graveyard to perform a high-rank Xyz Summon and you don't have to pay much of a cost to use this card! 
 
                               Rating: 2 | SECE-EN096 | Effect Monster
Doggy Diver
DARK | Warrior | Level 4 | ATK 1000 | DEF 1000

If your opponent controls a monster and all face-up monsters you control (min. 1) are Level 4, you can Special Summon this card (from your hand). You can only Special Summon "Doggy Diver" once per turn this way. This card cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a Warrior-Type monster.
(Rare)


A beatdown Deck might make use of this but unless your Extra Deck has a Warrior-Type Xyz Monster(s), this guy is of little use.
 
                               Rating: 2 | SECE-EN095 | Effect Monster
Swordsman of Revealing Light
LIGHT | Warrior | Level 8 | ATK 0 | DEF 2400
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand, then if this card's DEF is higher than the attacking monster's ATK, destroy that attacking monster. An Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.
● Each turn, the first time this card would be destroyed by battle, it is not destroyed.
(Ultra Rare)

You might get rid of a threat with its effect and it does have 2400 DEF but the bulleted effect isn't all that great because it'll only save them once each turn.
 
                               Rating: 2 | SECE-EN094 | Effect Monster
Explossum
EARTH | Beast | Level 1 | ATK 100 | DEF 100
You can target 1 face-up Xyz Monster your opponent controls; equip this monster from your hand or your side of the field to that target. If a monster equipped with this card by this effect has no Xyz Materials, destroy that monster. While this card is equipped to a monster, during each of your opponent's Standby Phases: Detach 1 Xyz Material from the equipped monster.
(Common)

With one copy, you can at least lower the odds that the host can use its effect and with more than one copy, you can get rid of an Xyz Monster and it doesn't matter if you attach it when it's on the field but its limited to those options and the Xyz Monster can still most likely attack.
 
                               Rating: 2 | SECE-EN093 | Effect Monster
Toy Knight
EARTH | Machine | Level 4 | ATK 200 | DEF 1200
Cannot be Special Summoned from the Deck. If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can Special Summon 1 "Toy Knight" from your hand.
(Common)

It's pretty weak for a Level 4 monster but it has virtually no restraints on how it's Summoned to bring out another copy.
 
                               Rating: 2 | SECE-EN092 | Effect Monster
Dododo Swordsman
EARTH | Warrior | Level 8 | ATK 0 | DEF 3000
While this Flip Summoned card is face-up on the field, it gains 3500 ATK. When this card is flipped face-up: You can target up to 2 face-up monsters on the field; destroy them.
(Common)

It gets a hefty ATK boost and lets you destroy 2 face-up threats but that's if it isn't destroyed first and if its effect is blocked, it's quite vulnerable.
 
                               Rating: 2 | SECE-EN091 | Effect Monster
Dododo Witch
EARTH | Warrior | Level 4 | ATK 1200 | DEF 1600
When this card is Normal or Special Summoned: You can Special Summon 1 "Dododo" monster from your hand in Attack Position or face-down Defense Position, except "Dododo Witch".
(Common)


It can't bring out another copy of itself but can bring out any other Dododo monster.
 
                               Rating: 2 | SECE-EN090 | Trap Card
Gogogo Golem - Golden Form
EARTH | Rock | Level 4 | ATK ? | DEF 1500
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 "Gogogo" monster, and cannot be Special Summoned by other ways. This card's ATK becomes double the original ATK of the Tributed monster. Any battle damage your opponent takes from battles involving this card is halved. Once per turn, during either player's turn, if a monster effect is activated on your opponent's side of the field: This card loses exactly 1500 ATK, and if it does, negate that effect.
(Common)

It can become pretty powerful but that means little when your opponent only takes half the battle damage and it loses 1500 ATK for each monster effect it negates.
 
                               Rating: 1 | SECE-EN089 | Spell Card
U.A. Turnover Tactics
Quick-Play Spell
 If you control 2 or more "U.A." monsters with different names: Shuffle as many monsters on the field as possible into the Deck, then Special Summon "U.A." monsters from your Deck that have different names from each other, up to the number of cards shuffled into your Main Deck, but those monsters cannot attack this turn. Then your opponent can Special Summon monsters from their Deck, up to the number of cards shuffled into their Main Deck. You can only activate 1 "U.A. Turnover Tactics" per turn.
(Rare)

As if the activation requirements weren't bad enough, you let your opponent search basically whatever monsters they want from their Deck and that could leave you at a big disadvantage and unlike your new monsters, your opponent's monsters can still attack.
 
                               Rating: 2 | SECE-EN088 | Effect Monster
U.A. Blockbacker
EARTH | Warrior | Level 7 | ATK 1600 | DEF 2700
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Blockbacker". You can only Special Summon "U.A. Blockbacker" once per turn this way. Once per turn, when your opponent Special Summons a monster(s): You can change their battle positions, and if you do, negate their effects.
(Rare)

It doesn't get rid of the threat and only works on Special Summoned monsters but their effects get negated.
 
                               Rating: 1 | SECE-EN087 | Effect Monster
U.A. Playmaker
EARTH | Warrior | Level 8 | ATK 2600 | DEF 2000
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Playmaker". You can only Special Summon "U.A. Playmaker" once per turn this way. When another "U.A." monster you control declares an attack: You can have this card lose exactly 800 ATK, and if it does, your attacking monster gains 800 ATK.
(Rare)

If you really must power up your U.A. monsters, do so with one of the good Equip Spells like Axe of Despair or United We Stand, both of which don't take away from any of your other cards to do so.
 
                               Rating: 2 | SECE-EN086 | Spell Card
Good & Evil in the Burning Abyss
Ritual Spell
This card is used to Ritual Summon "Malacoda, Netherlord of the Burning Abyss". You must also Tribute monsters from your hand or field whose total Levels equal 6 or more. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and send 1 "Burning Abyss" monster from your hand to the Graveyard; add 1 "Burning Abyss" card from your Deck to your hand. You can only use this effect of "Good & Evil of the Burning Abyss" once per turn.
(Super Rare)


Since Ritual Monsters no longer directly require the Ritual Spell listed in their text, this card would've been totally useless had it not been for the subpar bonus effect and even that doesn't make up for this card's rarity.
 
                               Rating: 2 | SECE-EN085 | Ritual Monster
Malacoda, Netherlord of the Burning Abyss
DARK | Fiend-Type Ritual | Level 6 | ATK 2700 | DEF 2200
You can Ritual Summon this card with "Good & Evil in the Burning Abyss". Must be Ritual Summoned, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can send 1 "Burning Abyss" monster from your hand to the Graveyard, then target 1 face-up monster your opponent controls; until the end of this turn, that target loses ATK and DEF equal to the ATK and DEF of the "Burning Abyss" monster sent to the Graveyard this way. If this card is sent from the field to the Graveyard: You can target 1 card on the field; send it to the Graveyard.
(Secret Rare), (Ultimate Rare) & (Ghost Rare)

Burning Abyss monsters are pretty weak as a whole save for this guy and possibly others so the other monster won't lose all that much and the best it can offer since it can't be Special Summoned other ways is to get rid of a threat when sent to the Graveyard and that's pretty disappointing for a Secret Rare and Ghost Rare card.
 
                               Rating: 2 | SECE-EN084 | Effect Monster
Cagna, Malebranche of the Burning Abyss
DARK | Fiend | Level 3 | ATK 1500 | DEF 300
If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Cagna, Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can send 1 "Burning Abyss" Spell/Trap Card from your Deck to the Graveyard.
(Rare)

If any Burning Abyss Spell or Traps have effects that activate when banished, this isn't all that bad but apart from that, it brings nothing really new.
 
                               Rating: 2 | SECE-EN083 | Effect Monster
Libic, Malebranche of the Burning Abyss
DARK | Fiend | Level 3 | ATK 1300 | DEF 700
If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Libic, Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can Special Summon 1 Level 3 DARK Fiend-Type monster from your hand, but its effects are negated.
(Rare)

It can bring out another copy of itself, Tour Guide/Tour Bus or any other Level 3 DARK monster but it doesn't get to do all that much.
 
                               Rating: 2 | SECE-EN082 | Effect Monster
Farfa, Malebranche of the Burning Abyss
DARK | Fiend | Level 3 | ATK 1000 | DEF 1900
If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Farfa, Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can target 1 monster on the field; banish it until the End Phase.
(Rare)


It doesn't bring much new to the table apart from its other effect, which is subpar at best and it does have 1900 DEF.
 
                               Rating: 2 | SECE-EN081 | Trap Card
Mischief of the Gnomes
Normal Trap
This turn, reduce the Levels of all monsters in each player's hand by 1 (even after they are Summoned/Set). You can banish this card from the Graveyard; this turn, reduce the Levels of all monsters in each player's hand by 1 (even after they are Summoned/Set).
(Common)

You can use it to your advantage or your opponent's disadvantage but it's only until the End Phase.
 
                               Rating: 2 | SECE-EN080 | Trap Card
Double Trap Hole
Normal Trap
If your opponent Special Summons a monster(s) in Defense Position: Banish those monster(s) that were Summoned in (and currently in) Defense Position.
(Short Print Common)

It can get rid of any Synchro or Xyz Monster but that's only if they aren't protected somehow and in Defense Mode.
 
                               Rating: 2 | SECE-EN079 | Trap Card
Echo Oscillation
Continuous Trap
You can target 1 card in your Pendulum Zone; destroy it, then draw 1 card. You can only use this effect of "Echo Oscillation" once per turn.
(Common)

If it could work for either players' Pendulum Zones, then it wouldn't be all that bad but since it's only on your side, it's more of a desperate card at best.
 
                               Rating: 2 | SECE-EN078 | Trap Card
Soul Transition
Normal Trap
If you control no Special Summoned monsters: Tribute 1 face-up Level 4 Normal Summoned/Set monster; draw 2 cards. You can only activate 1 "Soul Transition" per turn. You cannot Special Summon monsters the turn you activate this card.
(Secret Rare)

If your Deck is mostly Level 4 monsters, then you can get some use out of this but you need no Special Summoned monsters and cannot Special Summon that turn.
 
                               Rating: 3 | SECE-EN077 | Trap Card
Blaze Accelerator Reload
Continuous Trap
This card's name becomes "Tri-Blaze Accelerator" while in the Spell & Trap Zone. During either player's Main Phase: You can send 1 "Volcanic" card from your hand to the Graveyard, and if you do, draw 1 card. You can only use this effect of "Blaze Accelerator Reload" once per turn. During either player's Main Phase: You can banish this card from your Graveyard; send 1 "Volcanic" card from your Deck to the Graveyard.
(Common)

A perfect substitute for the original Tri-Blaze Accelerator, which takes more effort to be activated and thus more effort to bring out Volcanic Doomfire but this skips a step and is the better option because it offers more for less.
 
                               Rating: 2 | SECE-EN076 | Trap Card
Unpossessed
Continuous Trap
"Charmer" monsters you control cannot be destroyed by battle. If a "Familiar-Possessed" monster you control attacks an opponent's monster, it gains 800 ATK during damage calculation only. If a monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 Spellcaster-Type monster with 1500 DEF from your Deck, whose Attribute is different from at least 1 of those destroyed monsters' original AtTributes on the field, in Attack Position or face-down Defense Position. You can only use this effect of "Unpossessed" once per turn.
(Common)

Charmers need more help than this card but if all else fails, you can get a Familiar-Possessed monster or another decent Spellcaster-Type monster out of the deal.
 
                               Rating: 2 | SECE-EN075 | Trap Card
Zenmaiday
Continuous Trap
Once per turn: You can target 1 Machine-Type Xyz Monster you control; attach 1 "Wind-Up" monster from your hand or field to that monster as an Xyz Material. You can send this face-up card from the field to the Graveyard, then target 1 "Wind-Up" Xyz Monster you control; Special Summon, from your Extra Deck, 1 "Wind-Up" monster that is 1 Rank higher than that target, by using that target as Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You cannot activate these effects in the same chain.
(Common)

This may help Wind-Up Decks out a bit but without their loop, they don't have the consistency or popularity they once had.
 
                               Rating: 2 | SECE-EN074 | Trap Card
Ritual Beast Ambush
Normal Trap
Target 1 of your "Ritual Beast Tamer" monsters and 1 of your "Spiritual Beast" monsters that are banished and/or in your Graveyard; Special Summon them in Defense Position. After this card is activated, you cannot Special Summon monsters, except "Ritual Beast" monsters, for the rest of this turn. You can only activate 1 "Ritual Beast Ambush" per turn.
(Common)

An Archetype that isn't even released yet so I'll have to give the benefit of the doubt as they do not seem to be as restrained as Qli monsters.
 
                               Rating: 2 | SECE-EN073 | Trap Card
Re-qliate
Continuous Trap
If monster is Normal or Flip Summoned, and it is a Level 4 or lower monster: Negate its effects until the end of this turn. If a monster is Special Summoned, and it is a Level 5 or higher monster: Negate its effects until the end of this turn, also banish it when it leaves the field. If there is no "Qli" card on the field, except "Re-qliate", send this card to the Graveyard.
(Common)

You could run this in hopes that your opponent is running a Qli Deck and even though there's a good chance of that, it's not the only popular Deck out there right now.
 
                               Rating: 1 | SECE-EN072 | Trap Card
Void Launch
Continuous Trap
During each of your Standby Phases: You can send up to 2 "Infernoid" monsters from your Deck to the Graveyard. If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard.
(Super Rare)

What good does it do to send monsters to the Graveyard that cannot be Special Summoned outside of their effects? Unless some new support card allows this to occur, this card is completely useless.
 
                               Rating: 2 | SECE-EN071 | Trap Card
Eye of the Void
Normal Trap
Special Summon 1 "Infernoid" monster from your hand, ignoring its Summoning conditions, but its effects are negated until the end of this turn.
(Ultra Rare)

It's somewhat better than A Wild Monster Appears! but it's slower to activate and your monster cannot use any of its effects that turn.
 
                               Rating: 2 | SECE-EN070 | Trap Card
Raidraptor - Readiness
Normal Trap
This turn, "Raidraptor" monsters you control cannot be destroyed by battle. If you have a "Raidraptor" monster in your Graveyard: You can banish this card from your Graveyard; you take no damage this turn.
(Common)

This is also probably helpful for Raidraptors as it can save you from direct attacks and/or big damage.
 
                               Rating: 2 | SECE-EN069 | Trap Card
Last Minute Cancel
Normal Trap
When an opponent's monster declares an attack while you control an Attack Position monster(s): Change all monsters you control to Defense Position. Until the end of this turn, after this card is activated, return any face-up "Performapal" monster you control that is destroyed by battle or card effect to the hand instead of sending it to the Graveyard.
(Common)

You'll get the most out of it in a Performapal Deck but it isn't restrained to one.
 
                               Rating: 3 | SECE-EN068 | Trap Card
Wall of Disruption
Normal Trap
When an opponent's monster declares an attack: All Attack Position monsters your opponent controls lose 800 ATK for each monster they control.
(Common)

This is especially useful against Stardust Dragon because unlike Mirror Force, which'd get stopped and you'd take some hits, this'd weaken it considerably and you're more likely to weaken them by a lot under most conditions.
 
                               Rating: 1 | SECE-EN067 | Trap Card
Performapal Call
Normal Trap
When an opponent's monster declares a direct attack: Target that attacking monster; negate the attack, and if you do, add up to 2 "Performapal" monsters from your Deck to your hand, whose total DEF is less than or equal to the ATK of the targeted monster. Until the end of your next turn after this card is activated, you cannot Special Summon monsters from the Extra Deck.
(Common)

Regardless of what reason you choose to use this, it's no good because even without using Performapals, you still can't Special Summon from the Extra Deck until your next turn's End Phase.
 
                               Rating: 2 | SECE-EN066 | Spell Card
Extra Net
Field Spell
If a monster(s) is Special Summoned from the Extra Deck: The opponent of the player that conducted the Special Summon can apply this effect.
● Draw 1 card.
(Short Print Common)

It benefits the opponent every time the turn player Special Summons from the Extra Deck and perhaps can prevent them from drawing by its effect if you don't Special Summon in that manner but it's not great overall.
 
                               Rating: 3 | SECE-EN065 | Spell Card
Pendulum Shift
Quick-Play Spell
Target 1 card in either player's Pendulum Zone, and declare a Pendulum Scale from 1 to 10; this turn that card becomes that Pendulum Scale.
(Common)

Even the higher scales can help you out thanks to this card and it's a Quick-Play Spell so you can throw your opponent for a bit of a loop and doesn't care how many you activate per turn!
 
                               Rating: 2 | SECE-EN064 | Spell Card
A Wild Monster Appears!
Normal Spell
If your opponent controls a monster and you control no monsters: Special Summon from your hand, 1 monster with an original Level of 10 or lower that cannot be Normal Summoned/Set, ignoring its Summoning conditions. It is unaffected by the effects of your cards, except for its own effects and this card's, also shuffle it into the Deck during your opponent's next End Phase. For the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters, and your opponent takes no damage.
(Secret Rare)

It seemed like a good card to me at first but now that I see it written in English and thanks to rulings of other cards, your options are limited and you can't even use the new monster as a means to Summon and even if you could, you can't damage your opponent that turn anyway.
 
                               Rating: 2 | SECE-EN063 | Spell Card
Pot of Riches
Normal Spell
Shuffle 3 Pendulum Monsters into the Deck, from your Graveyard and/or face-up in your Extra Deck, then draw 2 cards. You can only activate 1 "Pot of Riches" per turn. You cannot Special Summon the turn you activate this card, except by Pendulum Summon.
(Secret Rare)

Even with Pot of Avarice still banned, Pot of Dichotomy is perhaps the better card because you can still make other plays other than attacking.
 
                               Rating: 2 | SECE-EN062 | Spell Card
Dragunity Divine Lance
Equip Spell
Equip only to a "Dragunity" monster. It gains ATK equal to its Level x 100, also it is unaffected by Trap effects. During your Main Phase: You can equip 1 Dragon-Type "Dragunity" Tuner monster from your Deck to the monster equipped with this card. You can only use this effect of "Dragunity Divine Lance" once per turn.
(Common)

In spite of the fact that Dragunities are practically or completely off the radar, Konami has decided to give them a bit more support and while it helps, 100 ATK times its Level isn't going to be very much, even with the strongest members but you do get to give it a bit of further support with its other effects though.
 
                               Rating: 2 | SECE-EN061 | Spell Card
Tenacity of the Monarchs
Normal Spell
Reveal 1 monster in your hand with 2400 ATK & 1000 DEF, or 2800 ATK & 1000 DEF; add 1 "Monarch" Spell/Trap Card from your Deck to your hand, except "Tenacity of the Monarchs". You can only activate 1 "Tenacity of the Monarchs" per turn.
(Rare)

You could pick up The Monarchs Stormforth and then Tribute Summon your revealed monster but then your opponent will know what you're planning and may have a counter waiting.
 
                               Rating: 1 | SECE-EN060 | Spell Card
Nekroz Cycle
Ritual Spell
This card can be used to Ritual Summon any "Nekroz" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Nekroz" Ritual Monster from your hand or Graveyard whose Level exactly equals the total Levels of those monsters. You can only use this effect of "Nekroz Cycle" once per turn. If you control no monsters: You can banish this card and 1 "Nekroz" monster from your Graveyard; add 1 "Nekroz" Spell Card from your Deck to your hand.
(Rare)

It can also Ritual Summon from the Graveyard but why would you when most Rituals can be Special Summoned with the likes of Call of the Haunted afterwards?
 
                               Rating: 1 | SECE-EN059 | Spell Card
Nephe Shaddoll Fusion
Equip Spell
Activate this card by declaring 1 Attribute. Equip only to a "Shaddoll" monster, and it becomes that Attribute. During your Main Phase: You can Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials, including the equipped monster. You can only use this effect of "Nephe Shaddoll Fusion" once per turn.
(Secret Rare)

Even if you factor in that it can allow you to Fusion Summon with Materials from your hand, so does Polymerization and that card is less expensive and Homunculus the Alchemic Being can do what this card also does and is also easier to find so I really don't see the use in this.
 
                               Rating: 3 | SECE-EN058 | Spell Card
Void Expansion
Field Spell
During your Standby Phase: You can Special Summon 1 "Infernoid Token" (Fiend-Type/FIRE/Level 1/
ATK 0/DEF 0). To Special Summon an "Infernoid" monster using its own procedure, you can banish "Infernoid" monster(s) you control instead of those in the Graveyard (or any combination of both). Your opponent cannot target "Infernoid" monsters you control for attacks or with card effects, except the "Infernoid" monster you control with the highest Level (either, if tied).
(Rare)

About time we get an unrestrained Jam Breeding Machine because not only is this field Spell one-sided but you can do what you will with the Token and are allowed to do whatever else you want while it's active, nor does it require you to have an Infernoid monster out to activate it!
 
                               Rating: 2 | SECE-EN057 | Spell Card
Void Seer
Quick-Play Spell
Target 1 "Infernoid" monster you control; that target is unaffected by the opponent's card effects this turn. If an "Infernoid" monster(s) you control would be destroyed by a card effect, you can banish this card from your Graveyard instead of destroying 1 of those monsters.
(Super Rare)

Being a Quick-Play Spell helps it a bit but with Infernoids thus far being terrible, it doesn't help them enough.
 
                               Rating: 2 | SECE-EN056 | Spell Card
Gottoms' Second Call
Normal Spell
If you control an "X-Saber" Synchro Monster: You can target 2 "X-Saber" monsters in your Graveyard; Special Summon both targets, ignoring their Summoning conditions, but change their ATK to 0, also destroy them during the End Phase of this turn. You can only activate 1 "Gottoms' Second Call" per turn. You cannot conduct your Battle Phase the turn you activate this card.
(Rare)

You'd probably just Xyz Summon with them anyway as their ATK becomes 0 and you'll lose them during the End Phase but you need an X-Saber Synchro to be out first.
 
                               Rating: 2 | SECE-EN055 | Spell Card
Constellar Twinkle
Normal Spell
Target 1 "Constellar" monster you control; increase its Level by 1 or 2. If this card is in the Graveyard: You can banish 1 "Constellar" monster from your Graveyard; add this card from the Graveyard to your hand. You can only use this effect of "Constellar Twinkle" once per turn.
(Common)

It's sure to help Constellar Decks out as it can prepare them for a Rank 5 or 6 Xyz Summon and you can retrieve this card back but that requires banishing one of their friends out of your Graveyard.
 
                               Rating: 2 | SECE-EN054 | Spell Card
Raidraptor - Nest
Continuous Spell
If you control 2 or more "Raidraptor" monsters: You can add 1 "Raidraptor" monster from your Deck or Graveyard to your hand. You can only use this effect of "Raidraptor - Nest" once per turn.
(Rare)

I haven't seen Raidraptors in action yet (and perhaps won't if their full support hasn't been released yet) but this seems like an ideal card to include even though it's a bit more restrained than say Black Whirlwind, the Blackwing version of this card.
 
                               Rating: 2 | SECE-EN053 | Spell Card
Illusion Balloons
Quick-Play Spell
If a monster(s) was destroyed this turn, while you controlled it: Excavate the top 5 cards of your Deck, then you can Special Summon 1 excavated "Performapal" monster, also shuffle the rest back into your Deck.
(Common)

A Quick-Play Spell that has at best a 1 in 5 chance of getting a Performapal because regardless of how many you get, you can only Special Summon 1.
 
                               Rating: 2 | SECE-EN052 | Xyz Monster
Sky Cavalry Centaurea
LIGHT | Beast-Warrior-Type Xyz |
Rank 2 | ATK 2000 | DEF 0
2 Level 2 monsters
This card cannot be destroyed by battle while it has Xyz Material. At the end of the Damage Step, if this card battled an opponent's monster: You can detach 1 Xyz Material from this card; return the opponent's monster from the field to the hand.
(Ultra Rare)

Stronger than most Xyz Monsters with its Rank but monsters like Marshmallon don't need Xyz Materials to save themselves from destruction in battle and are therefore easier to play.
 
                               Rating: 2 | SECE-EN051 | Xyz Monster
Stellarknight Constellar Diamond
LIGHT | Wyrm-Type Xyz | Rank 5 | ATK 2700 | DEF 2000
3 or more Level 5 LIGHT monsters
During your Main Phase 2, you can also Xyz Summon this card by using a "tellarknight" Xyz Monster you control as the Xyz Material, except "Stellarknight Constellar Diamond". (Xyz Materials attached to that monster also become Xyz Materials on this card.) While this card has Xyz Material, neither player can send cards from the Deck to the Graveyard, and any card that returns from the Graveyard to the hand is banished instead. During either player's turn, when an opponent's DARK monster activates its effect: You can detach 1 Xyz Material from this card; negate that activation, and if you do, destroy it.
(Ultra Rare) & (Ultimate Rare)

It gets somewhat easier to Xyz Summon if you can wait past your Battle Phase and thus will have more Xyz Materials but its other effect hinders both players and the last effect has only a 1 in 7 chance of encountering a DARK monster unless it's against a DARK Deck or you  use cards that make all monsters DARK.
 
                               Rating: 2 | SECE-EN050 | Xyz Monster
Raidraptor - Rise Falcon
DARK | Winged Beast-Type Xyz | Rank 4 | ATK 100 | DEF 2000
3 Level 4 Winged Beast-Type monsters
This card can attack all Special Summoned monsters your opponent controls, once each. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up Special Summoned monster your opponent controls; this card gains ATK equal to that monster's current ATK.
(Common)

It'll need to detach first in order to have any success against Special Summoned monsters in battle because that dismal 100 ATK will otherwise be its and your loss.
 
                               Rating: 2 | SECE-EN049 | Synchro Monster
Metaphys Horus
LIGHT | Wyrm-Type Synchro | Level 6 | ATK 2300 | DEF 1600
1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned: You can activate the appropriate effect(s), depending on the non-Tuner monster(s) used as Synchro Material.
● Normal Monster: This face-up card is unaffected by other card effects this turn.
● Effect Monster: You can target 1 other face-up card on the field; negate that target's effects.
● Pendulum Monster: Your opponent chooses 1 monster they control and gives control of it to you, but it cannot attack this turn.
(Ultra Rare) & (Ultimate Rare)

The latest in the Horus the Black Flame Dragon LV6 evolution but it's not a great one because its effects are pretty subpar because in order to get any of them, you have to use the specific monster the bullet(s) require(s) and you're only going to get that effect that turn.
 
                               Rating: 3 | SECE-EN048 | Synchro Monster
Superheavy Samurai Warlord Susanowo
EARTH | Machine-Type Synchro | Level 10 | ATK 2400 | DEF 3800
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card in your opponent's Graveyard; Set it to your side of the field, but banish it when it leaves the field.
(Super Rare) & (Ultimate Rare)

Since it can attack while in Defense Mode and applies its DEF for its ATK when doing so, that's a good start and you can take any Spell or Trap your opponent used or lost and use it for yourself! The specific Synchro Materials and needing no Spell or Trap Cards in your Graveyard to snag an opponent's lost/used up Spell or Trap does bring down its rating, though.
 
                               Rating: 2 | SECE-EN047 | Fusion Monster
El Shaddoll Wendigo
WIND | Psychic-Type Fusion | Level 6 | ATK 200 | DEF 2800
1 "Shaddoll" monster + 1 WIND monster
Must first be Fusion Summoned. During either player's turn: You can target 1 monster you control; this turn, it cannot be destroyed by battle with an opponent's Special Summoned monster. You can only use this effect of "El Shaddoll Wendigo" once per turn. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
(Super Rare)

It can even target itself and since it'll be in Defense Mode, it'll likely protect your LPs too but it's still prone to other destruction effects and even then, you only get a Shaddoll support card.
 
                               Rating: 2 | SECE-EN046 | Fusion Monster
Gem-Knight Lady Lapis Lazuli
EARTH | Rock-Type Fusion | Level 5 | ATK 2400 | DEF 1000
"Gem-Knight Lapis" + 1 "Gem-Knight" monster
Must first be Fusion Summoned with the above Fusion Materials. You can only Special Summon "Gem-Knight Lady Lapis Lazuli(s)" once per turn. Once per turn: You can send 1 "Gem-Knight" monster from your Main Deck or Extra Deck to the Graveyard, and if you do, inflict 500 damage to your opponent for each Special Summoned monster on the field.
(Rare)


It requires that minute Normal Monster in this set and you can only Special Summon one copy per turn but if you can get more than one out, you can deal some damage but only for each Special Summoned monster out.
 
                               Rating: 3 | SECE-EN045 | Fusion Monster
Rune-Eyes Pendulum Dragon
DARK | Dragon-Type Fusion | Level 8 | ATK 3000 | DEF 2000
"Odd-Eyes Pendulum Dragon" + 1 Spellcaster-Type monster
If this card was Fusion Summoned using a Pendulum Summoned monster(s) on the field as Fusion Material, it is unaffected by your opponent's card effects this turn. Apply the appropriate effect, depending on the original Level of the monster used as Fusion Material that was not "Odd-Eyes Pendulum Dragon".
● Level 4 or lower: This card can make up to 2 attacks on monsters during each Battle Phase.
● Level 5 or higher: This card can make up to 3 attacks on monsters during each Battle Phase.
(Ultra Rare)

With Odd-Eyes Pendulum being worthy enough for play and some decent Spellcasters out there, it's sure to obtain one of the bulleted effects and perhaps even the bonus effect above the bulleted effects!
 
                               Rating: 2 | SECE-EN044 | Ritual Monster
Nekroz of Gungnir
WATER | Spellcaster-Type Ritual | Level 7 | ATK 2500 | DEF 1700
You can Ritual Summon this card with any "Nekroz" Ritual Spell Card. Must be Ritual Summoned, without using any Level 7 monsters, and cannot be Special Summoned by other ways. You can only use each of these effects of "Nekroz of Gungnir" once per turn.
● During either player's turn: You can discard this card, then target 1 "Nekroz" monster you control; it cannot be destroyed by battle or by card effects this turn.
● During either player's turn: You can discard 1 "Nekroz" card, then target 1 card on the field; destroy it.
(Secret Rare)

Chances are, when this guy has hit the field, you'll only be able to use the 2nd effect at best but until Nekroz get more cards, even that won't be enough and that's dismal for the restraints this guy has.
 
                               Rating: 2 | SECE-EN043 | Effect Monster
Marmiting Captain
EARTH | Warrior | Level 3 | ATK 1200 | DEF 400
When this card is Normal Summoned: You can shuffle 1 card from your hand into the Deck, then draw 1 card, then you can Special Summon it if it is a monster.
(Short Print Common)

You get a bit more leeway in terms of what you can Special Summon by its effect but it's also a 1 in 3 chance.
 
                               Rating: 2 | SECE-EN042 | Effect Monster
Legendary Maju Garzett
DARK | Fiend | Level 8 | ATK 0 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all monsters you control, and cannot be Special Summoned by other ways. This card's ATK becomes the combined original ATK of the Tributed monsters. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(Short Print Common)

It's a powerhouse in the making but you have to give up all your monsters to do so and if it's destroyed or the Summon is negated, you don't have any defenses if all else fails.
 
                               Rating: 2 | SECE-EN041 | Effect Monster
Deskbot 003
EARTH | Machine | Level 3 | ATK 500 | DEF 500
When this card is Normal Summoned: You can Special Summon 1 "Deskbot" monster from your Deck, except "Deskbot 003". Once per turn, during either player's turn: You can target 1 "Deskbot" monster you control; it gains 500 ATK and DEF for each "Deskbot" card you currently control, until the end of this turn.
(Common)

You can quickly power it up to 2500 ATK during either player's turn but they're all weak as a whole and without their effects, you're quite vulnerable to damage and none of these guys are really worth using.
 
                               Rating: 2 | SECE-EN040 | Effect Monster
Uni-Zombie
DARK | Zombie-Type Tuner | Level 3 | ATK 1300 | DEF 0
You can target 1 face-up monster on the field; discard 1 card, and if you do, increase that target's Level by 1. You can target 1 face-up monster on the field; monsters you control cannot attack for the rest of this turn, except Zombie-Type monsters, also send 1 Zombie-Type monster from your Deck to the Graveyard, and if you do, increase that target's Level by 1. You can only use each effect of "Uni-Zombie" once per turn.
(Common)

A Tuner that can modify the Level of any monster on the field but unless you run a Zombie monster Deck, you won't get to do much else and given this guy's stats, it may not live to use the effect again.
 
                               Rating: 2 | SECE-EN039 | Effect Monster
Frontline Observer
EARTH | Machine | Level 4 | ATK 1000 | DEF 1500
During the End Phase, if this card was Normal Summoned this turn: You can add 1 EARTH Pendulum Monster from your Deck to your hand. If this card was Normal Summoned, during the End Phase of the Summoning player's next turn: You can Tribute this card; add 1 EARTH monster from your Deck to your hand.
(Rare)

You have to wait to do anything with its effect but Qli Decks might want this for searching out a Qli Pendulum monster or you can run it in an EARTH Deck and get practically anything.
 
                               Rating: 2 | SECE-EN038 | Effect Monster
Dragon Dowser
EARTH | Wyrm | Level 4 | ATK 1500 | DEF 1500
When this card is destroyed by battle and sent to the Graveyard or when this card you control is destroyed by an opponent's card effect and sent to your Graveyard: You can Special Summon 1 EARTH Pendulum Monster from your Deck in Defense Position, but destroy it during the End Phase. You can only use this effect of "Dragon Dowser" once per turn.
(Rare)

You do have those Qli monsters to choose from but it does little good because it doesn't stick around that long and even having it go to the Extra Deck does little without having Pendulum Monsters as Spell Cards already.
 
                               Rating: 3 | SECE-EN037 | Effect Monster
Lightning Rod Lord
LIGHT | Thunder | Level 4 | ATK 1800 | DEF 100
Neither player can activate Spell Cards during Main Phase 1.
(Super Rare)

A Beatstick that can prevent its destruction before your opponent's Battle Phase and you can also help it with Honest but you're also prevented from either adding to its ATK or getting rid of a threat early on too.
 
                               Rating: 2 | SECE-EN036 | Effect Monster
Thunderclap Skywolf
LIGHT | Thunder | Level 7 | ATK 2500 | DEF 2000
If this card is Special Summoned from the Graveyard: You can destroy all face-up monsters your opponent controls. You cannot conduct your Battle Phase the turn you activate this effect.
(Super Rare)

With Call of the Haunted and the like, you won't have a problem reviving it from the Graveyard but since it doesn't do anything else but make you give up your Battle Phase for using its effect and is pretty weak, I cannot give it any higher a rating.
 
                               Rating: 2 | SECE-EN035 | Effect Monster
Caius the Mega Monarch
DARK | Fiend | Level 8 | ATK 2800 | DEF 1000
You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. If this card is Tribute Summoned: Target 1 card on the field; banish it, and if you do, inflict 1000 damage to your opponent, then, if it is a DARK Monster Card, banish all cards with that name from the hand, Main Deck, Extra Deck, and Graveyard of the player who controlled it. If this card was Tribute Summoned by Tributing a DARK monster, add this additional effect.
● You can target 2 cards, instead.
(Ultra Rare)

It requires more effort than the original outside of using Double Coston but you get a bit more out of it as you could get rid of up to two threats and deal 1000 damage, not to mention, it's a bit stronger.
 
                               Rating: 2 | SECE-EN034 | Effect Monster
Jigabyte
WATER | Reptile | Level 4 | ATK 1500 | DEF 200
You can only control 1 "Jigabyte". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). When this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 1 monster with 1500 ATK and 200 DEF from your Deck, except "Jigabyte".
(Common)

So far, none of these guys have proven all that good but maybe one day one will be good enough to use and thus use this guy.
 
                               Rating: 2 | SECE-EN033 | Effect Monster
Koa'ki Meiru Overload
EARTH | Rock | Level 4 | ATK 1900 | DEF 1200
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Rock-Type monster in your hand. During either player's turn, when your opponent would Summon a monster(s): You can Tribute this card; negate the Summon, and if you do, destroy that monster(s).
(Rare)

A more unstable version of Thunder King Rai-Oh because unlike Rai-Oh, this guy is plagued with its friends' need of the Iron Core being discarded or revealing the matching monster Type in the owner's hand.
 
                               Rating: 3 | SECE-EN032 | Effect Monster
Skilled Blue Magician
LIGHT | Spellcaster | Level 4 | ATK 1800 | DEF 1800
Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves (max. 3). You can Tribute this card with 3 Spell Counters on it; Special Summon 1 "Gaia The Fierce Knight" monster from your hand, Deck, or Graveyard. You can banish this card from your Graveyard, then target 1 card you control that you can place a Spell Counter on; place 1 Spell Counter on it.
(Super Rare)

While trading this card in for Gaia the Fierce Knight is anything but ideal, his stats and Level sure are and he'll help with not only other Spellcasters, but LIGHT monsters and in Decks using Spell Counters!
 
                               Rating: 2 | SECE-EN031 | Effect Monster
Jinzo - Jector
DARK | Machine | Level 4 | ATK 800 | DEF 2000
This card's name becomes "Jinzo" while on the field or in the Graveyard. You can Tribute this card; add 1 "Jinzo" monster from your Deck to your hand, except "Jinzo - Jector", then reveal all Set cards in your opponent's Spell & Trap Zones, and if there are Trap Cards among them, you can Special Summon "Jinzo" monsters from your hand, up to the number of Trap Cards revealed. You can only use this effect of "Jinzo - Jector" once per turn.
(Super Rare)

It doesn't negate Spells or Traps like the monster it can search out but will at least reveal them so you know what to expect and then brings out what you searched for and has 2000 DEF but it requires you give this guy up and that can leave you vulnerable if you cannot get off its effect.
 
                               Rating: 1 | SECE-EN030 | Effect Monster
Morphtronic Smartfon
EARTH | Machine-Type Tuner | Level 1 | ATK 100 | DEF 100
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Morphtronic" monster from your Graveyard.
● While in Attack Position: Once per turn: You can roll a six-sided die, excavate that many cards from the top of your Deck, add 1 excavated "Morphtronic" card to your hand, also shuffle the rest back into the Deck.
● While in Defense Position: Once per turn: You can roll a six-sided die, look at that many cards from the top of your Deck, then place all of them on either the top or the bottom of the Deck in any order.
(Common)

Clearly it tried to upgrade from Celfon and failed badly because all it got out that was any use was being a Tuner but that's outweighed by everything else and is thus moot.
 
                               Rating: 2 | SECE-EN029 | Effect Monster
Spiritual Beast Rampengu
WIND | Beast | Level 4 | ATK 1600 | DEF 400
Once per turn: You can banish 1 "Ritual Beast" monster from your Extra Deck and send 1 "Ritual Beast" monster with the same Type as that monster from your Deck to the Graveyard. You can only Special Summon "Spiritual Beast Rampengu(s)" once per turn.
(Common)

As much as I want to give it a 1 out of 5 for such a bad effect, I have to give it some slack as it might be useful down the road and is also better than Infernoids.
 
                               Rating: 2 | SECE-EN028 | Effect Monster
Dance Princess of the Nekroz
WATER | Spellcaster | Level 4 | ATK 1600 | DEF 800
Your opponent cannot activate cards or effects in response to the activation of a "Nekroz" Ritual Spell Card. "Nekroz" Ritual Monsters you control cannot be targeted by an opponent's card effects. If this card is Tributed by a card effect: You can target 1 of your banished "Necroz" monsters, except "Dance Princess of the Nekroz"; add it to your hand. You can only use this effect of "Dance Princess of the Nekroz" once per turn.
(Rare)

It basically guarantees your Nekroz Ritual monster will hit the field without any snags but things like Smashing Ground and Fissure are still fair game and without the Ritual Summoning, she's fairly weak.
 
                               Rating: 2 | SECE-EN027 | Effect Monster
Yosenju Tsujik
WIND | Beast-Warrior | Level 4 | ATK 1000 | DEF 0
During the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of these effects of "Yosenju Tsujik" once per turn.
● During either player's Damage Step, when a "Yosenju" monster you control battles an opponent's monster: You can discard this card; that monster you control gains 1000 ATK until the end of this turn.
● You can target 1 "Yosenju" monster on the field; it gains 1000 ATK until the end of this turn.
(Common)

Discarding it may be your best option as it's stats are pretty weak to rely on powering itself up and it's a nice surprise for when your opponent thinks they'll defeat your monster but of course, it does return to the hand during the End Phase if Normal Summoned.
 
                               Rating: 2 | SECE-EN026 | Effect Monster
Yosenju Magat
WIND | Beast | Level 6 | ATK 2000 | DEF 100
If this card is Normal Summoned: You can Special Summon 1 "Yosenju" monster from your Deck, except "Yosenju Magat". During the End Phase, if this card was Special Summoned this turn: Return it to the hand.
(Common)

Unlike Inferiornoids, sorry, Infernoids, these guys can be played normally and the only side-effect it has is when it's Special Summoned but you may not have it on the field by then and can make use of that with Spring of Rebirth!
 
                               Rating: 4 | SECE-EN025 | Effect Monster
Satellarknight Rigel
LIGHT | Warrior | Level 4 | ATK 1900 | DEF 700
If this card is Summoned: You can target 1 "tellarknight" monster on the field; it gains 500 ATK, but send it to the Graveyard during the End Phase. You can only use this effect of "Satellarknight Rigel" once per turn.
(Super Rare)

A searchable beatstick and Honest target that can make itself or any of its friends a bit stronger if you're willing to send it to the Graveyard during the End Phase but poses no threat to you if you decide not to!
 
                               Rating: 2 | SECE-EN024 | Effect Monster
Satellarknight Capella
LIGHT | Warrior | Level 4 | ATK 1100 | DEF 2000
If this card is Summoned: You can apply the effect below for the rest of this turn. You can only use this effect of "Stellarknight Capella" once per turn (but if it resolves, you can apply the effect multiple times).
● You can treat Level 4 or lower "tellarknight" monsters you control as Level 5 when Xyz Summoning using 3 or more monsters as Xyz Materials.
(Common)

It'll help you Xyz Summon Rank 5s and has enough DEF that if all else fails, it can stay alive a bit longer but treating Satellarknights as Level 5 is a one-off deal unless you Summon multiple copies.
 
                               Rating: 2 | SECE-EN023 | Effect Monster
Apoqliphort Skybase
EARTH | Machine | Level 9 | ATK 2900 | DEF 2500
Cannot be Special Summoned. Requires 3 "Qli" Tributes to Normal Summon/Set. If this card is Normal Summoned/Set, it is unaffected by Spell/Trap effects and by activated effects from any monster whose original Level/Rank is lower than this card's current Level. Once per turn: You can target 1 monster your opponent controls; take control of it until the End Phase.
(Ultra Rare)

A dedicated Qliphort Deck would probably run this as its terms and conditions basically forbid it elsewhere and for your efforts, it's immune to most other effects and can steal monsters for the turn.
 
                               Rating: 2 | SECE-EN022 | Pendulum Monster
Qliphort Stealth
EARTH | Machine-Type Pendulum | Level 8 | ATK 2800 | DEF 1000 | Scale 1

You cannot Special Summon monsters, except "Qli" monsters. This effect cannot be negated. All "Qli" monsters you control gain 300 ATK.

You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, or is Special Summoned, its Level becomes 4 and its original ATK becomes 1800. If this card is Normal Summoned/Set, it is unaffected by activated effects from any monster whose original Level/Rank is lower than this card's current Level. When this card is Tribute Summoned by Tributing a "Qli" monster(s): You can target 1 card on the field; return it to the hand. Your opponent cannot activate cards or effects in response to this effect's activation.
(Ultra Rare)

Being able to respond to an effect that returns 1 measly card on the field to the hand only when it hits the field is hardly an accomplishment, even if it was your only card on the field and without that, it's just a rehash of its friends.
 
                               Rating: 2 | SECE-EN021 | Pendulum Monster
Qliphort Cephalopod
EARTH | Machine-Type Pendulum | Level 7 | ATK 2800 | DEF 1000 | Scale 9

You can only Special Summon "Qli" monsters. This effect cannot be negated. All monsters your opponent controls lose 300 ATK.

You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, or is Special Summoned, its Level becomes 4 and its original ATK becomes 1800. If this card is Normal Summoned/Set, it is unaffected by activated effects from any monster whose original Level/Rank is lower than this card's current Level. When this card is Tribute Summoned by Tributing a "Qli" monster(s): You can activate this effect; if your opponent has more monsters in their Graveyard than you do, you gain LP equal to the difference x 300, and if you do, inflict the same amount of damage to your opponent.
(Super Rare)

You won't get much out of it by using it either as a Pendulum monster or as a regular Effect Monster outside a Qli Deck because it basically restrains you to using its friends.
 
                               Rating: 2 | SECE-EN020 | Pendulum Monster
Qliphort Monolith
EARTH | Machine-Type Pendulum | Level 5 | ATK 2400 | DEF 1000 | Scale 1

You cannot Special Summon monsters, except ‟Qli monsters. This effect cannot be negated. During the End Phase, if you Tribute Summoned this turn: You can draw a number of cards equal to the number of ‟Qli monsters you Tributed for Tribute Summons this turn.

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(Secret Rare)

You can use it as a standalone beatstick but that doesn't really justify its high rarity when plenty of cards exist with little or no side-effects and are lower rarities.
 
                               Rating: 1 | SECE-EN019 | Effect Monster
Infernoid Onuncu
FIRE | Fiend | Level 10 | ATK 3000 | DEF 3000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. When this card is Special Summoned: You can destroy all other monsters on the field. Once per turn, during either player's turn, when a Spell/Trap Card or effect is activated: You can Tribute 1 monster; negate the activation, and if you do, banish that card.
(Secret Rare) & (Ultimate Rare)

You know an Archetype is bad when even their boss monster is bad because while this guy has respectable stats, he also has the highest Summoning requirements of all members of the Archetype and being able to get rid of all other monsters out only happens when Special Summoned, not to mention negating a Spell or Trap requires you to lose one of your monsters and you won't be able to do that for long.
 
                               Rating: 1 | SECE-EN018 | Effect Monster
Infernoid Attondel
FIRE | Fiend | Level 8 | ATK 2800 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can activate this effect; this card can make a second attack in a row. Once per turn, during either player's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it.
(Common)

Being able to make a 2nd attack with 2800 ATK isn't all that bad but monsters that can attack twice already exist, are easier to Summon and have higher DEF.
 
                               Rating: 1 | SECE-EN017 | Effect Monster
Infernoid Seitsemas
FIRE | Fiend | Level 7 | ATK 2600 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. If this card attacks an opponent's monster, this effect can be activated at the end of the Battle Phase: Banish 1 card on the field. Once per turn, during either player's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it.
(Common)

Much like the previous one, this guy needs 2 of its friends to be banished just to have it hit the field and be very little of a threat, especially since its own banishing effect waits until the end of the Battle Phase and with 0 DEF, it's no match for 99.9% of all monsters in the game.
 
                               Rating: 1 | SECE-EN016 | Effect Monster
Infernoid Piaty
FIRE | Fiend | Level 5 | ATK 2200 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. When this card inflicts battle damage to your opponent by attacking an opponent's monster: You can send 1 random card from your opponent's hand to the Graveyard. Once per turn, during either player's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it.
(Common)

Sending a random card hardly ever ends up being good on its own and that's basically the only thing new this card has to offer as it's stats are matched by Tardy Orc, whom lacks any Summoning requirement and has virtually no drawbacks at all.
 
                               Rating: 1 | SECE-EN015 | Effect Monster
Infernoid Patrulea
FIRE | Fiend | Level 4 | ATK 1800 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 Spell/Trap Card on the field; destroy it. This card cannot attack the turn you activate this effect. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).
(Rare)

See? I can't even rate an 1800 Beatstick in their Archetype the normal rating of 3/5 because of how bad they are. 
 
                               Rating: 1 | SECE-EN014 | Effect Monster
Infernoid Harmadik
FIRE | Fiend | Level 3 | ATK 1600 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 monster on the field; destroy it. This card cannot attack the turn you activate this effect. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).
(Ultra Rare)

So you either get rid of a threat and have this guy be a sitting duck or you weaken your offense/defense to get rid of 1 card in your opponent's Graveyard. There's NO good reason this card is Ultra.
 
                               Rating: 1 | SECE-EN013 | Effect Monster
Infernoid Antra
FIRE | Fiend | Level 2 | ATK 0 | DEF 2000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard, while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 face-up card your opponent controls; return it to the hand. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).
(Super Rare)

I normally give some leeway for new Archetypes but this Archetype is pathetic. Each one has the exact same terrible Summoning method that prevents them from being revived later and even for your effort, they offer little else. 
 
                               Rating: 1 | SECE-EN012 | Normal Monster
Gem-Knight Lapis
EARTH | Rock | Level 3 | ATK 1200 | DEF 100
The best of friends with Lazuli, this soldier deeply cares about the well-being of her friends.
(Common)

The only Fusion Monster dumb enough to list this guy as Fusion Material is pretty lackluster and I'm sure this guy can't do much for the "well-being" of its friends.
 
                               Rating: 2 | SECE-EN011 | Effect Monster
Raidraptor - Vanishing Lanius
DARK | Winged Beast | Level 4 | ATK 1300 | DEF 1600
Once per turn, during your Main Phase, if this card was Normal or Special Summoned this turn: You can Special Summon 1 Level 4 or lower "Raidraptor" monster from your hand.
(Common)

The Marauding Captain for Raidraptor monsters and it's not all that bad since it also activates if Special Summoned but playing a 2nd copy by the first one's effect won't do you any good since the effect is once per turn.
 
                               Rating: 2 | SECE-EN010 | Effect Monster
Superheavy Samurai Soulbeads
EARTH | Machine | Level 1 | ATK 0 | DEF 0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. Each turn, the first time the monster equipped with this card by this effect would be destroyed by a card effect, it is not destroyed. When a Defense Position monster is destroyed by battle and sent to your Graveyard: You can send this card from your hand to the Graveyard; Special Summon that monster in Attack Position.
(Common)

It helps keep your Superheavy Samurai on the field but only the first time and you have to discard it to use the 2nd effect.
 
                               Rating: 2 | SECE-EN009 | Effect Monster
Superheavy Samurai Soulpiercer
EARTH | Machine | Level 4 | ATK 1200 | DEF 0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".
(Common)

It'd be nice if it let its host attack while in Defense Mode but at least you can equip it from your hand to its host, it provides piercing battle damage and lets you search out another of its friends.
 
                               Rating: 2 | SECE-EN008 | Effect Monster
Superheavy Samurai Trumpeter
EARTH | Machine-Type Tuner | Level 2 | ATK 300 | DEF 600
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.
(Super Rare)

It aids in the Tribute Summon/Synchro Summon of high-Level Superheavy Samurais but requires you to have no Spell or Trap Cards when doing so and that's a downer since it's a Tuner and fairly weak as a whole.
 
                               Rating: 2 | SECE-EN007 | Effect Monster
Superheavy Samurai Flutist
EARTH | Machine | Level 3 | ATK 500 | DEF 1000
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster from your hand. During either player's turn, when a card or effect is activated that targets a "Superheavy Samurai" monster you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Superheavy Samurai Flutist" once per turn.
(Super Rare)

It can help bring out Big Benkei or Blue Brawler, which are the best ones so far and can save one of its friends from destruction but it's limited to once per turn for both effects and you can more easily bring out both of the aforementioned monsters with Giant Rat.
 
                               Rating: 2 | SECE-EN006 | Pendulum Monster
Performapal Trump Witch
DARK | Spellcaster-Type Pendulum | Level 1 | ATK 100 | DEF 100 | Scale 4

Once per turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials.

You can Tribute this card; add 1 "Polymerization" from your Deck or Graveyard to your hand.
(Rare)

Of the two effects, its Pendulum effect is more useful but the Fusion Materials have to be on the field.
 
                               Rating: 3 | SECE-EN005 | Effect Monster
Performapal Stamp Turtle
WATER | Aqua | Level 4 | ATK 100 | DEF 1800
Once per turn: You can target up to 2 face-up monsters on the field; increase their Levels by 1.
(Common)

Helps for a Rank 5 or higher Xyz or Synchro Summon and can not only survive against most monsters his Level but doesn't care how he's Summoned to use the effect or whether or not it's just two copies of him being affected!
 
                               Rating: 1 | SECE-EN004 | Effect Monster
Performapal Spikeagle
WIND | Winged Beast | Level 2 | ATK 900 | DEF 900
Once per turn: You can target 1 face-up monster you control; if it attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent.
(Common)

If you want to have a monster inflict piercing battle damage, use Fairy Meteor Crush or one of the multiple monsters with the effect built-in.
 
                               Rating: 2 | SECE-EN003 | Effect Monster
Performapal Friendonkey
EARTH | Beast | Level 3 | ATK 1600 | DEF 600
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Performapal" monster from your hand or Graveyard.
(Common)

One of the few Performapals that is remotely close enough to being good as you can get a 2nd Performapal from your hand or Graveyard but this guy has to be Normal Summoned.
 
                               Rating: 2 | SECE-EN002 | Pendulum Monster
Performapal Partnaga
EARTH | Reptile-Type Pendulum | Level 5 | ATK 500 | DEF 2100 | Scale 3

Once per turn: You can target 1 face-up monster you control; it gains 300 ATK for each "Performapal" card you currently control, until the end of this turn.

If this card is Normal or Special Summoned: You can target 1 monster you control; it gains 300 ATK for each "Performapal" monster you currently control. Level 5 or lower monsters cannot attack.
(Common)

If nothing else, it has high enough DEF to hold back a Cyber Dragon or weaker but really needs to be with its friends to get anything else out of it.
 
                               Rating: 2 | SECE-EN001 | Pendulum Monster
Performapal Fire Mufflerlion
FIRE | Beast-Type Pendulum | Level 3 | ATK 800 | DEF 800 | Scale 5

When a Pendulum Monster you control is destroyed by battle: You can Special Summon this card from your Pendulum Zone.

Once per turn, if a Pendulum Monster you control destroys an opponent's monster by battle, after damage calculation: You can make that monster you control gain 200 ATK until the end of the Battle Phase, and if you do, it can make a second attack in a row.
(Common)

You'll have an extra defense if this guy is is in one of your Pendulum Zones but it isn't likely to stick around after that and its monster effect is also pretty lackluster as it gives a low ATK boost, even though it also lets that monster attack twice but much like its Pendulum Text, it only applies to Pendulum Monsters.
 
                               Rating: 4 | SECE-EN000 | Pendulum Monster
Dragoons of Draconia
FIRE | Beast-Warrior-Type Pendulum | Level 4 | ATK 1800 | DEF 200 | Scale 2

Once per turn, if a Normal Monster you control destroys an opponent's monster by battle, after damage calculation: You can add 1 Level 4 or higher Normal Monster from your Deck to your hand.

Armed with muskets and iron spears, these mounted land troops of the Draconia Empire are feared by the Reptier Kingdom and other bordering nations.
(Rare)

A Beatstick that is not only a Pendulum Monster but one with no side-effects at all! Plus when you use it as a Pendulum Monster, it's low scale is sure to pave the way for your big monsters, including ones like Blue-Eyes, which can be searched by this card's effect!