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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

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Soul Fusion (Page 5)

SOFU-EN099
Frightfur Patchwork
Normal Spell
Add 1 "Edge Imp" monster and 1 "Polymerization" from your Deck to your hand. You can only activate 1 "Frightfur Patchwork" per turn.
RARE
Rating: 2
Comments: It can help for Fusion Summoning Frightfurs, which is likely the intent Konmi had and doesn't cost you anything but you still need othe other Fusion Materials and it will become predictable what you're about to do.
SOFU-EN098
Ostinato
Normal Spell
If you control no monsters: Fusion Summon 1 "Melodious" Fusion Monster from your Extra Deck, using 2 monsters from your hand and/or Deck as Fusion Material. During the End Phase of this turn, destroy the monster Fusion Summoned by this effect, and if you do, if all the Fusion Materials that were used for its Fusion Summon are in your GY, you can Special Summon all of them.
COMMON
Rating: 1
Comments: Why would I Fusion Summon when I have no other monsters out, especially for a Fusion Monster that self-destructs during the End Phase? No, using this on a monster that can't be destroyed by card effects doesn't justify using this.
SOFU-EN097
Predaplast
Quick-Play Spell
Reveal any number of "Predap" cards in your hand, then target that number of face-up monsters your opponent controls; place 1 Predator Counter on each one, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter. If your "Predaplant" monster would be destroyed by battle, you can banish this card from your GY instead.
COMMON
Rating: 2
Comments: Predaplants still don't seem like the threat they're meant to be because most of their members and support aren't all that good. This card doesn't help much either.
SOFU-EN096
D/D/D Super Doom King Purple Armageddon
DARK / Fiend, Fusion and Pendulum / Level 10 / ATK 3500 / DEF 3000 / Scale 1
Once per turn, before damage calculation, if your "D/D/D" Fusion Monster battles an opponent's monster: You can make that opponent's monster lose 1000 ATK until the end of this turn (even if this card leaves the field).
2 "D/D/D" monsters
You can target 1 Attack Position monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK. You can only use this effect of "D/D/D Super Doom King Purple Armageddon" once per turn. Before damage calculation, if an opponent's monster battles: You can make its ATK become equal to its original ATK until the end of the Damage Step. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.
COMMON
Rating: 2
Comments: It's even easier to bring out than High King Genghis and the effects are better but requires D/D/D monsters.
SOFU-EN095
D/D/D Flame High King Genghis
FIRE / Fiend-Type Fusion / Level 8 / ATK 2800 / DEF 2400
1 Level 5 or higher "D/D" monster + 1 "D/D" monster
If another "D/D" monster(s) is Normal or Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 "D/D" monster in your GY; Special Summon it. You can only use this effect of "D/D/D Flame High King Genghis" once per turn. Once per your turn, when a Spell/Trap Card, or its effect, is activated (Quick Effect): You can negate the activation.
COMMON
Rating: 2
Comments: Unfortunately, this guy is entirely restrained to the Archtype he belongs to so even though it's easy to bring out and has okay effects, that doesn't mean much.
SOFU-EN094
Predaplant Dragostapelia
DARK / Plant-Type Fusion / Level 8 / ATK 2700 / DEF 1900
1 Fusion Monster + 1 DARK monster
Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; place 1 Predator Counter on it, and if it is Level 2 or higher, it becomes Level 1 as long as it has a Predator Counter. Negate the activated effects of your opponent's monsters that have Predator Counters.
COMMON
Rating: 2
Comments: Thankfully I don't need a Predaplant Fusion monster because the effect then wouldn't even be worth it. The effect isn't too bad as it does more than other cards that can negate monster effects but still takes more effort than those cards.
 
SOFU-EN093
Edge Imp Cotton Eater
DARK / Fiend-Type Pendulum / Level 7 / ATK 2400 / DEF 1600 / Scale 1
All Fusion Monsters you control gain 300 ATK. Once per turn, if a "Frightfur" Fusion Monster(s) is Fusion Summoned to your field (except during the Damage Step): You can draw 1 card.
If this card is Special Summoned: You can inflict 200 damage to your opponent for each "Frightfur" monster in your GY. You can only use this effect of "Edge Imp Cotton Eater" once per turn.
COMMON
Rating: 2
Comments: Its ATK and DEF are pretty bad for a Level 7 monster but the Pendulum Scale and lack of Archetype Bias are enough to give it a rating of 2.
SOFU-EN092
Patchwork Fluffal
EARTH / Fairy / Level 1 / ATK 0 / DEF 0
This card is also treated as a "Frightfur" monster while face-up on the field. This card on the field can be used as a substitute for any 1 Fusion Material whose name is specifically listed on a "Frightfur" Fusion Monster, but the other Fusion Material(s) must be correct.
COMMON
Rating: 1
Comments: Basically it's an Archetype specific version of cards like Versago the Destroyer but those cards can also use their effects in the hand and are generally much stronger than this.
SOFU-EN091
Until Noble Arms are Needed Once Again
Normal Trap
Excavate cards from the top of your Deck, equal to the number of "Noble Arms" Equip Spells you control, and if you do, add 1 of them to your hand, also place the remaining cards on top of your Deck in any order. You can banish this card from your GY, except the turn this card was sent to the GY; Special Summon from your Deck, 1 "Noble Knight" monster with a different name from the cards you control or in your GY. You can only use this effect of "Until Noble Arms are Needed Once Again" once per turn.
COMMON
Rating: 1
Comments: All the effects are highly situational and this is slower than Pot of Duality and you all know what fate that card was given.
SOFU-EN090
Heritage of the Chalice
Normal Spell
Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn.
ULTRA RARE
Rating: 2
Comments: Reinforcement of the Army can already search most if not all Noble Knight monsters so that may not be ideal. Plus we do have cards that can revive them and/or add them to the hand so they may prove better. Still, this card is reusable thanks to its effect.
SOFU-EN089
Morgan, the Enchantress of Avalon
DARK / Spellcaster / Level 3 / ATK 1300 / DEF 1600
When your opponent activates a card or effect, while you control a "Noble Knight" monster and a "Noble Arms" Equip Spell (Quick Effect): You can send this card from your hand to the GY; destroy 1 "Noble Arms" Equip Spell you control, and if you do, negate the activation. You can only use this effect of "Morgan, the Enchantress of Avalon" once per turn.
ULTRA RARE
Rating: 1
Comments: Way more costly than using more generic effects that counter like Magic Jammer.
SOFU-EN088
Noble Knight Ivyanne
LIGHT / Warrior / Level 4 / ATK 1700 / DEF 1600
If a "Noble Arms" Equip Spell becomes equipped to this card: You can Special Summon 1 "Noble Knight Token" (Warrior/LIGHT/Level 4/ATK 1000/DEF 1000), also you cannot Special Summon monsters for the rest of this turn, except "Noble Knight" monsters. You can only use this effect of "Noble Knight Iyvanne" once per turn. While this card is equipped with a "Noble Arms" Equip Spell, all other "Noble Knight" monsters you control gain 500 ATK.
SUPER RARE
Rating: 1
Comments: If I want a free Token, I can do much better with other cards and none of them involve Archetype-specific cards.
SOFU-EN087
Second Expedition into Danger!
Continuous Trap
Discard 1 card, then target 1 "Danger!" monster you control; it gains 500 ATK/DEF until the end of this turn. If this card is in the GY: You can discard 1 "Danger!" monster; place this card on the bottom of the Deck, then draw 1 card. You can only use each effect of "Second Expedition into Danger!" once per turn.
SUPER RARE
Rating: 1
Comments: Why have a 2nd expedition when the 1st was likely mediocre? Not like this one is going to make the 2nd expedition any better anyway.
SOFU-EN086
Danger! Response Team
Normal Spell
Target 1 "Danger!" monster you control and 1 monster on the field; return them to the hand. If this card is in the GY: You can discard 1 "Danger!" monster; place this card on the bottom of the Deck, then draw 1 card. You can only use each effect of "Danger! Response Team" once per turn.
ULTRA RARE
Rating: 1
Comments: It's a pretty lackluster response team because the only things they do are far less than a real response team tends to do.
SOFU-EN085
Danger!? Tsuchinoko?
DARK / Reptile / Level 3 / ATK 1300 / DEF 0
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger!? Tsuchinoko?", Special Summon 1 "Danger!? Tsuchinoko?" from your hand, and if you do, draw 1 card. If this card is discarded: You can Special Summon this card. You can only use this effect of "Danger!? Tsuchinoko?" once per turn.
SECRET RARE
Rating: 1
Comments: So you get to bring it out for free but that's at best. The other effects are just as bad as the effects from all other Danger! monsters.
SOFU-EN084
Danger! Mothman!
DARK / Insect / Level 4 / ATK 1800 / DEF 400
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Mothman!", Special Summon 1 "Danger! Mothman!" from your hand, and if you do, draw 1 card. If this card is discarded: You can have both players draw 1 card, then both players discard 1 card. You can only use this effect of "Danger! Mothman!" once per turn.
SUPER RARE
Rating: 3
Comments: While it's effects aren't very dangerous, it's the best member of the Archetype we've gotten so far.
SOFU-EN083
Danger! Dogman!
DARK / Beast-Warrior / Level 7 / ATK 2400 / DEF 1000
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Dogman!", Special Summon 1 "Danger! Dogman!" from your hand, and if you do, draw 1 card. If this card is discarded: You can have all face-up monsters your opponent currently controls lose 1000 ATK until the end of this turn. You can only use this effect of "Danger! Dogman!" once per turn.
SUPER RARE
Rating: 2
Comments: At least this card reduces your opponent's chances of winning the Duel or defeating a monster that turn but it's still not very good.
SOFU-EN082
Danger! Thunderbird!
DARK / Winged Beast / Level 8 / ATK 2800 / DEF 2400
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Thunderbird!", Special Summon 1 "Danger! Thunderbird!" from your hand, and if you do, draw 1 card. If this card is discarded: You can target 1 Set card your opponent controls; destroy it. You can only use this effect of "Danger! Thunderbird!" once per turn.
SECRET RARE
Rating: 1
Comments: There's no danger here at all. Your opponent will know exactly where your Danger Thunderbird is and probably choose it anyway and the only things they lose is one of their Set cards, and that's if they don't chain it first. You lose a card either way.
SOFU-EN081
Consolation Prize
Normal Trap
If a monster(s) is sent from the hand to the GY: Target 1 of them; Special Summon it to your field. You can only activate 1 "Consolation Prize" per turn.
RARE
Rating: 3
Comments: Consolation Prizes tend to be pretty mediocre but this card offers you quite the good one, depending on what you or your opponent discard from the hand to the Grave.
SOFU-EN080
Subsurface Stage Divers
Normal Trap
If you control exactly 3 non-Token monsters with the same name, and no other monsters: You can add 3 monsters with the same name as each other from your Deck to your hand. For the rest of this turn after this card resolves, you cannot Normal Summon/Set or Special Summon monsters with the added monsters' name, nor activate their monster effects. You can only activate 1 "Subsurface Stage Divers" per turn.
SHORT PRINT COMMON
Rating: 1
Comments: What's the point in adding them to your hand if you can't play at least one of them that turn? They're quite vulnerable and really just serve as backup because they can't do anything else right away.