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My Yu-Gi-Oh Card Ratings Explained

When rating cards, questions in my head are quickly either answered or ignored based on the card info I'm currently reading. These questions include:
1. What type of card is it?
2. How well does the card work with other cards?
3. Is the card difficult to use?
4. Are there cards with similar effects to that card?

These ratings indicate whether or not a card is worth using in Duels as a whole. While the ratings are always in whole numbers, some cards may be closer to the next or previous rating.
                                 5 out of 5 stars
A near-perfect card. Cards given this rating have little if any downsides at all and often end up much more generic in terms of use. These cards tend to be few and far between, especially these days.

Example: An effect that allows the controller to destroy all monsters the opponent controls with either no drawback or a drawback the likes of discarding 1 card for its activation.
                                 4 out of 5 stars
These cards are quite good in that they have maybe one or two downsides but they aren't enough to make the card simply good. The card also tends to be quite generic in terms of use.

Example: An effect that allows the controller to add 1 monster with 2000 or more ATK from their Deck to their hand at a cost of preventing the added monster from attacking that turn.
                                 3 out of 5 stars
Here's where I start recommending cards to use. These cards are such that they're usable in a variety of Decks without many drawbacks. However, they may have downsides big enough to prevent the card from becoming a great card.

Example: A Level 4 monster with 1900 ATK and either no effect or an effect that doesn't need to be used if the card is on its own.
                                 2 out of 5 stars
The 2nd lowest rating I'm willing to give. These cards tend to either be pretty specific on usage such as being restricted to particular Archetypes or their effects simply aren't that good, often having more downsides than upsides, some of which may be just short of making the card unplayable.

Example: A Trap Card that destroys monsters on the field that are part of a specific Archetype for a cost of 1000 Life Points.
                                 1 out of 5 stars
Cards in this range are pretty much useless. They may have an abundance of drawbacks and little if any upsides or the effect makes the card outclassed by cards released before it. They may also have only the summoning requirements as their effect.

Example: A Spell Card whose effect either costs them 2 cards from their hand to destroy 1 monster on the field or prevents its controller's monsters from attacking for 1 or more turns.
                                 0 out of 5 stars
You'll only ever see this rating with a card whose effect is meant to help at least 1 other card without needing to. It simply doesn't need to exist.

Example: Larvae Moth, which only serves to work with Cocoon of Evolution when it's not needed.