Umless you can do it to this card, it's a bit limited. Let's say you used this to replace a Solemn Card because your opponent was going to destroy your first copy. Or perhaps switch out a Call of the Haunted in order to Special Summon again. Or something like Dimensional Barrier, yet have a different Normal Trap Card on the field. It's fine, both in balance and practicality.
Fair enough. It's a neat alternative to Call of the Haunted (albeit restricted to Battle Phase). Sure, in many cases, most of your monsters will end up being low ATK. However, it could activate its effect upon Summon (Ancient Gear Wyvern, "tellarknight", and Amazoness Princess for example), making not just for a form to protect yourself or bide for time, but also helping set up for later plays. It's a nice battle trap, given how you can bring out a monster from your hand, too. On the off chance that you trigger Summoned monster's effect, bring out a big body, or just stall, it's a nice battle trap.
Once per turn, during either player's turn: You can shuffle 1 of your banished cards into your Deck to target 1 Dinosaur-Type monster you control; until the end of the turn, it is unaffected by your opponent's card effects.
While you control a face-up Dinosaur-Type monster with a different name: You can Special Summon this card from your hand.
Oh cool. A Catapult Turtle retrain. I really do like the first effect; given how low its ATK is, it should be able to Normal Summon without Tribute. Perhaps if it is Normal Summoned, it can be changed to Defense Position like Summoner Monk. And I like the Tribute effect; similar to Hieratic in th fact that you can Tribute from the hand. The Special Summoning effect is fine, and the damage effect is an improvement over the original Catapult Turtle. It's a pleasant retrain that adds a bit more to it while still remaining faithful to the original.
For this card, I wanted to give Archfiends a relatively easy monster to Summon, given how slow the archetype was last I remember. However, I also wanted it to support the archetype in Tribute Summoning, given the higher Levels of some of the monsters, while also helping the archetype benefit from the effects that trigger upon destruction, like Archfiend Empress.
You can send 1 "Archfiend" card with a different name from your hand or side of the field to the Graveyard; Special Summon this card from your hand. This card can be treated as 2 Tributes for the Tribute Summon of an "Archfiend" monster. Once per turn: You can target 1 "Archfiend" monster and 1 other card on the field; destroy both targets.
Looks like a stand-alone effect of Ice Beast Zerofyne. I like it. It cripples stuff like Zoodiac, cards in the Pendulum Zones, cards with target and destruction protection, as well as other monsters that gain stat bonuses (Tragoedia for example; not the best example, but just to give an idea). Now that may sound overwhelming, but I'd say it's reasonable, given the cost to activate the card in the first place. 1000 Life Points would still be very little, 1500 would be solid, and 2000 is okay. THIS is one card I could see sided in most Decks. Well done.
Mixeroid: Well, can't bring out Jetroid, Decoyroid, Shuttleroid, or Gyroid. But not a huge loss. Still makes it easier to bring out the bigger bodies like UFORoid, Armoroid, and Rescueroid. Though, I don't like that effect as much as its second effect, making it easier to Summon Super Vehicroid - Mobile Base, and some of the older Fusion monsters that were difficult to Summon. You could also Tribute this if you have another roid monster already in your Graveyard to bring out Pair Cycroid and Summon Cyber Dragon Nova. Probably not the best idea, but it's there.
Megaroid City: Not bad. You could give up a Spell/Trap Card in exchange for a roid monster, but as for the second effect, only ones I can think of are Truckroid and Mobile Base. And searchable by Terraforming.
I really like this support and wish they do more like this for the archetype.