FINALLY! All ten World Premieres in Lord of the Tachyon Galaxy have been spoiled, so now I can review them all at one time. Card ratings are complex and hard to explain succinctly, but for reference, here's a quick summary of what my ratings will roughly translate to:
0 - Completely unusable
1 - Extremely bad
2 - Very bad
3 - Bad
4 - Somewhat bad
5 - Decent; neither good nor bad
6 - Somewhat good
7 - Good
8 - Very good
9 - Extremely good
10 - Prepare your anus
Let's get started!
000 Mecha Phantom Beast Turtletracer
I'm certainly no expert on Mecha Phantom Beasts, but it doesn't seem as if this card helps the archetype massively. The easiest way to get around MPBs seems to be to attack their Tokens, and while Turtletracer does definitely make that harder, the card is an oddball amongst its archetype for its inability to create Tokens by itself. It does work with Debris Dragon and Machine Duplication though, so I'm not complaining too much. Even without those cards, you could probably play a single copy just for stall power. 6/10.
081 Noble Knight Gwalchavad
This card appears to be way too flexible for me to review completely, especially since I'm not a Noble Knight player. But even I can tell that Gwalchavad is going to take his theme to a whole new level: just know that the combos with this card and Monster Reborn / Call of the Haunted or Noble Knight Medraut are powerful. For an example of what this card can achieve with Medraut, check here. 8/10.
082 Brotherhood of the Fire Fist - Coyote
This card is mainly bad because of one. simple. detail: it's level 5. Because of this, you're unable to search it with Tenki nor overlay it for Tiger King or Cardinal Commander, making it have very little synergy with current builds. You can't even control two of them for a quick (albeit card-bleeding) Rank 5. 2/10.
083 Mermail Abyssbalaen
Discarding four Mermails is too much. Period. (Not to mention how hard it can be to "break even" in terms of card
advantage because your opponent won't always have four targets to
destroy.) And any time a beefy boss-like monster can be countered by Starlight Road / THRIO, that is utterly terrible... Just ask Windrose. Finally, its bonus effect is pretty unremarkable. The only reason I'm not giving this a 1/10 is because of the combos you can do by discarding Mermails like Abyssgunde. 2/10.
Sadly I actually don't have that much to say about this card, but I think it's pretty fucking awesome for Side Decks everywhere. It's great that we've got yet another OTK stopper, because I really dislike "bust your nut and leave" decks. 9/10.
085 Ghost Fairy Elfobia
Shutting off monster effects is great, but overall the cons outweigh the pros of this card and it isn't very practical to boot. In summary, Emergency Teleport makes this a lot more playable, but they gave her shit stats. Check out this post for a more complete discussion. 4/10.
086 Totem Bird
Negation is always great, but they went a tiny bit too far in making this card balanced. Look here for more. 7/10.
087 Noble Arms of Destiny
This card is just so good at making your Noble Knights live longer and thus making strong combos more accessible. With this, it'll take two attacks or two effects to take out a Noble Knight, and if you Typhoon it, it just comes right back. Honestly, I don't think I have ever seen an Equip Spell so effectively solve the inherent problems attached to its card type. Very good. 9.5/10.
088 Spellbook of Miracles
Pretty much the epitome of conditional. There aren't really that many playable Spellcaster Xyz, and I have to have two banished Spellbooks too? This is a good card on paper, but in practice it seems like it leaves a lot to be desired, not to mention the huge number of flat-out better Spellbooks you could be running instead. 4/10.
089 Five Brothers Explosion
I like that this counts itself in both of its effects - remember, 500 is a pretty decent multiplier. However, the burn clause is really where it's at, and it's impossible to predict that your opponent will actually send it to the grave themselves (waiting on a blind Typhoon is NOT a solid game plan). I could maybe see some sort of crazy burn OTK deck coming from this, but the real pain in the ass is that it's impractical to depend on your opponent's actions. 2.5/10.
So there you have it! With exactly half of the cards scoring a 5 or above, I'd say this group of cards as an entity is pretty average, although the impact of those five good cards may reach far beyond that in the near future. Thanks for reading.