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Yu-Gi-Oh! Card Rating List Showing 3,841 to 3,855 of 7,624
Check out the latest Yu-Gi-Oh! card ratings! You can filter the rating comments by keywords.
Rating Score・
Review Posting Date |
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《Gora Turtle》![]() 2019/08/22 14:58 ![]()
Since the original stats are too subtle, this resistance also looks subtle.
It's better than 《Sonic Chick》, but with so many removal methods, it's a pretty good performance compared to other similar effects. |
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《Gora Turtle of Illusion》 |
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《Burning Algae》![]() 2019/08/22 14:50 ![]()
The trigger is loose, but as it is, it just sends salt to the opponent.
As already said, it's a combo-based effect, such as using it in combination with Simocchi, but it's not a value that's enough to operate a combo. Attributes and races are also minor, and those support can't be adopted for Simocchi. I feel that the performance is halfway, and the practicality is very severe. |
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《Don Turtle》![]() 2019/08/22 14:42 ![]()
Due to the premise of adopting multiple cards, there are many supports such as Kingre and Salvage.
However, it's hard to use multiple copies of this guy who has only poor stats other than that effect. It consumes a lot of money, takes time to collect, and doesn't match Kingle's level. Moves from Salvage can do much the same thing with Shark Sucker, with a wider trigger. The point that can be made with S material is a point of differentiation, but that alone will not be able to reduce the difference. Anyway, there are too many other excellent deployment personnel, so I think the priority is very strict. |
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《Molten Zombie》![]() 2019/08/22 14:35 ![]()
The effect is backward compatible with Crane, but it can be differentiated in terms of attributes and race.
I'd like to say, but it's fatal that the flame's habit of reviving and demonstrating its effect is not compatible with true flames, and it's a bit harsh to prioritize this guy who has only low-level stats other than the draw effect. be. |
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《Destruction Ring》![]() 2019/08/22 14:25 ![]()
As the name suggests, it has an effect similar to a ring of destruction.
Here, the target of destruction is limited to your own army, and the burn value is also fixed. As already said, 1000 for 2 cards isn't worth it, so you'll have to use it as a combo with a card that activates its effect when it's destroyed. However, there are more useful cards for that operation, and since they are mutually beneficial, I choose the situation. It's a basic combo premise, and it has a strong habit, and the return isn't great, so it's hard to prioritize. |
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《Stellarnova Wave》![]() 2019/08/22 12:52 ![]()
You can raise the deployment power, but since it is limited to hand cards, consumption is rough and there is a possibility of accidents.
It's easy to secure deployment personnel in Deneb, but Vega and Altair are generally sufficient for deployment methods, and Trap as a deployment card is also slow. I don't think it's weak at all, but I have the impression that there's little need for it. |
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《Stellarnova Alpha》![]() 2019/08/22 10:55 ![]()
It's an all-purpose counter that requires Terranite as a cost, and its draw effect also reduces losses.
Since it just requires a card on the field, it is not very suitable for preventing interference with your own development, and if anything, it gives the impression that it is suitable for suppressing when you are superior. Are Delta and Try, which can be effective in GY and can maintain the front line, suitable as a cost? It's not a counter that can be used casually, but I think it's an excellent card. |
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《Darktellarknight Batlamyus》![]() 2019/08/22 10:39 ![]()
As the successor to Putre, compared to over there, the targets that can be specified as materials are also limited to Terranite, and a reasonable adjustment has been made.
The required materials are 2 bodies, and due to its effect, delta and try, which are originally required to be 3 body materials, can be completed with 2 bodies. As for the hand, it's easy to earn thanks to Deneb, so it should be lighter than bare. If the conditions are met, it will turn into a flitch, but the number of terranites that can be heavily prioritized is also limited, so it's almost a bonus. The ability to turn into DARK has a strong combo property, and it is mainly used in combination with diamond and super fusion. Since it can also be stuck in a deck that demonstrates its effect by referring to its attributes, depending on the situation and the opponent, there is significance in maintaining or reviving it. The difficulty is that due to the material restrictions, it is difficult to cooperate with other categories and the attributes are different. You can't move from Sanctuary to Link. Also, after the new rules, super fusion and cooperation with diamonds will take even more effort. It doesn't go well with the new rules, and it's getting a headwind, but I think it's still an excellent existence for Terranite to connect to Ace. |
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《Hexatellarknight》![]() 2019/08/22 9:36 ![]()
Terranite X's combat power is one step ahead, so the benefit itself is not small, but...
The essential enhancement value is small, and one hand card specified to prevent battle destruction is heavy. In the first place, strengthening and attack defense are anti-synergy and disjointed. After all, Terranite's main Xs, Delta and Try, have effects that are meaningful in retaining materials, but they consume well, and because of the 3 effect, it is difficult to target destruction, so the effect is almost useless. If the engagement is so bad, I think it's a card at a level that can be called industrial waste. |
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《Tellarknight Genesis》![]() 2019/08/22 9:19 ![]()
If it goes well, it is a Terranite-exclusive magic trap removal that can aim for multiple removals, and Terranite's deployment power is also high.
However, it's hard to use magic/trap removal that involves the development of monsters. I want to remove it before deploying. Since it's "only" the number of terranites, if you're not good at it, your own cards will also be involved, and the situation is somewhat selective. The impression of a card that picks up the buds of the opponent's counterattack. It's not a very user-friendly card. |
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《Stellarknight Alpha》![]() 2019/08/22 9:14 ![]()
Although it is an enhancement card that comes with complete resistance, this equipment itself has no resistance and is vulnerable to chain removal because it is equipment. If it is difficult to cooperate with monsters other than Terranite, it will be unexpectedly difficult to use.
Terra Knight in the main deck is mainly used as a material quickly, and even Terra Knight has a limited number of useful equipment targets. Prioritizing can be difficult. |
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《Satellarknight Skybridge》![]() 2019/08/22 9:05 ![]()
Although it is 2:1, it has a wide variety of uses as it replaces Quick-Play Spells.
I want to take advantage of that flexibility to limit losses. The disadvantage is a little different, and it's limited to when there is a Terranite that was played with this card, so if you use some kind of material, it will be canceled. However, since there is no link in Terranite at present, you may feel that it is a severe disadvantage. It's a convenient card, but I think it's a little difficult card that requires a good playing sense. |
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《Stellarknight Constellar Diamond》![]() 2019/08/21 17:55 ![]()
One that wasn't used properly. The positive impression is just right now.
The material specification is quite strict, and if you want to get the star factor bare, you'll probably use Capella, but it's not worth it. It's not that Constellar can't be put out, but there is a existence that should be prioritized. It will be put out mainly by stacking it on Stellarknight X. Something like Triveil after the effect is activated would be suitable. However, since it is a development in main 2, if you want to attack, you will have to rely on Vatraimus. It's also not worth it. As for the effect, it seems to be conscious of his secret setting with Shaddoll, and it has a strong meta effect against Shaddoll, such as suppressing GY fertilization and collection actions. Not only Shaddoll but also many of his decks do this, so there are quite a few effective opponents. The effect of 2 is the same, and since darkness itself is a major attribute, there are many opportunities to use it. There is a bit of a peculiarity in how to put it out, and the effect is a little dependent on the other party, so the quirk is a strong impression. Well, as mentioned above, the effective opponent itself is wide, so I think there is no loss even if you prepare it. |
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《Stellarknight Triverr》![]() 2019/08/21 17:34 ![]()
Compared to Delta, it is more tightly bound to materials, but there is no particular problem with Star Factor due to its deployment power and the presence of Vatraimus.
It has an overall bounce and a very high removal power. Compared to Delta, the effect of 3 requires holding materials, and since it is limited to resurrection, it is less convenient than that. It's not a bad effect at all, though. The difficulty is that it has a habit of specifying 3 targets, and the RBI is as good as Sidera, and the overall bounce involves your own army, so it is easy to choose the situation. Also, random handicap is a bit anti-synergistic as it makes it harder to drop what you're aiming for, as it tends to increase the opponent's hand due to the overall bounce. Delta is a stable type, and this one has the impression that it emphasizes explosive power. I feel like it's a counterattack, and if it's a star factor, it's enough to be a trump card. |
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