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The Skipped Collection Card Ratings (Page 5)
1.
Set name and Set ID are fictional.
2. Cards below are compiled from either individual releases (like promo cards) or releases where few cards are new (like Structure Decks) and use the errata and rarity they had for their initial release. |
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(SC05-EN100) Lucius the Shadow Vassal DARK / Effect Monster / Level 1 / ATK 800 / DEF 1000 (Fiend / Effect) You can banish 1 Level 5 or higher monster from your Graveyard; Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn. If this card is Tributed for a Tribute Summon: You can look at all Set cards your opponent controls. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use each effect of "Lucius the Shadow Vassal" once per turn. (Common) (from the Emperor of Darkness Structure Deck) |
Rating: 2 out of 5 Seeing your opponent's surprises is certainly helpful, but that's the best this can do. |
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(SC05-EN099) Erebus the Underworld Monarch DARK / Effect Monster / Level 8 / ATK 2800 / DEF 1000 (Zombie / Effect) You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. If this card is Tribute Summoned: You can send 2 "Monarch" Spell/Trap Cards with different names from your hand and/or Deck to the Graveyard, and if you do, shuffle 1 card from your opponent's hand (at random), Graveyard, or their side of the field into the Deck. Once per turn, during either player's Main Phase, if this card is in your Graveyard: You can discard 1 "Monarch" Spell/Trap Card, then target 1 monster in your Graveyard with 2400 or more ATK and 1000 DEF; add it to your hand. (Ultra Rare) (from the Emperor of Darkness Structure Deck) |
Rating: 1 out of 5 Practically the mirror image of Ehther. |
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(SC05-EN098) Ehther the Heavenly Monarch LIGHT / Effect Monster / Level 8 / ATK 2800 / DEF 1000 (Fairy / Effect) You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. If this card is Tribute Summoned: You can send 2 "Monarch" Spell/Trap Cards with different names from your hand and/or Deck to the Graveyard, and if you do, Special Summon 1 monster with 2400 or more ATK and 1000 DEF from your Deck, but return it to the hand during the End Phase. During your opponent's Main Phase, if this card is in your hand: You can banish 1 "Monarch" Spell/Trap Card from your Graveyard; immediately after this effect resolves, Tribute Summon this card (this is a Quick Effect). (Ultra Rare) (from the Emperor of Darkness Structure Deck) |
Rating: 1 out of 5 Acts like a Mega Monarch (#40) and does it rather poorly. |
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(SC05-EN097) Sky Iris SPELL / Field Spell "Magician", "Performapal", and "Odd-Eyes" cards in your Pendulum Zones cannot be targeted by an opponent's card effects. You can target 1 other face-up card you control; destroy it, and if you do, add 1 "Odd-Eyes" card from your Deck to your hand. You can only use this effect of "Sky Iris" once per turn. (Common) (from the Master of Pendulum Structure Deck) |
Rating: 2 out of 5 Modest protection for select cards and it's a Field Spell. |
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(SC05-EN096) Jet Warrior FIRE / Synchro Monster / Level 5 / ATK 2100 / DEF 1200 (Warrior / Synchro / Effect) "Jet Synchron" + 1 or more non-Tuner monsters If this card is Synchro Summoned: You can target 1 card your opponent controls; return it to the hand. If this card is in your Graveyard: You can Tribute 1 Level 2 or lower monster; Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Jet Warrior" once per turn. (Ultra Rare) (from the Synchron Extreme Structure Deck) |
Rating: 1 out of 5 ATC won't grant clearance to an aircraft this bad. |
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(SC05-EN095) Starlight Junktion SPELL / Field Spell You can Tribute 1 Tuner monster; Special Summon 1 "Synchron" monster from your Deck with a different Level than the Tributed monster had on the field. During your opponent's turn, if you Special Summon a Synchro Monster from your Extra Deck: Target 1 card on the field; shuffle it into the Deck. You can only use each effect of "Starlight Junktion" once per turn. (Common) (from the Synchron Extreme Structure Deck) |
Rating: 2 out of 5 Provides access to the better Tuners (5DS1 #11), but the other effect isn't very good. |
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(SC05-EN094) Limit Overdrive SPELL / Quick-Play Spell Return 1 Tuner Synchro Monster and 1 non-Tuner Synchro Monster you control to the Extra Deck; Special Summon 1 Synchro Monster from your Extra Deck that has a Level equal to the combined Level the 2 monsters had on the field, ignoring its Summoning conditions. You can only activate 1 "Limit Overdrive" per turn. (Common) (from the Synchron Extreme Structure Deck) |
Rating: 1 out of 5 De-Synchro (#49) of the worst kind. |
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(SC05-EN093) Scrap Fist SPELL / Quick-Play Spell Target 1 "Junk Warrior" you control; if it battles an opponent's monster this turn while you control it, apply these effects. ● Your opponent cannot activate cards or effects until the end of the Damage Step. ● If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● Double any battle damage your opponent takes. ● It cannot be destroyed by battle. ● Destroy the opponent's monster that battled it at the end of the Damage Step. (Super Rare) (from the Synchron Extreme Structure Deck) |
Rating: 2 out of 5 Junk Warrior (5DS1 #41) becomes more of a threat, but it's likely going to battle with its original stats. |
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(SC05-EN092) Synchron Carrier EARTH / Effect Monster / Level 2 / ATK 0 / DEF 1000 (Machine / Effect) During your Main Phase, you can Normal Summon 1 "Synchron" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If another "Synchron" monster is sent to your Graveyard as a Synchro Material for the Synchro Summon of a Warrior or Machine-Type Synchro Monster, while you control this card: You can Special Summon 1 "Synchron Token" (Machine-Type/EARTH/Level 2/ATK 1000/ DEF 0). You can only use this effect of "Synchron Carrier" once per turn. (Common) (from the Synchron Extreme Structure Deck) |
Rating: 1 out of 5 Extra baggage just to copy Double Summon (5DS1 #29) for Synchrons. |
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(SC05-EN091) Masked HERO Divine Wind WIND / Fusion Monster / Level 8 / ATK 2700 / DEF 1900 (Warrior / Fusion / Effect) Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. Cannot be destroyed by battle. Your opponent can attack with only 1 monster during each Battle Phase. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can draw 1 card. (Super Rare) (from the HERO Strike Structure Deck) |
Rating: 3 out of 5 Finally something that can make an impact during a Duel. |
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(SC05-EN090) Masked HERO Koga LIGHT / Fusion Monster / Level 8 / ATK 2500 / DEF 1800 (Warrior / Fusion / Effect) Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. This card gains 500 ATK for each monster your opponent controls. Once per turn, during either player's turn: You can banish 1 "HERO" monster from your Graveyard, then target 1 face-up monster on the field; that target loses ATK equal to the ATK of the monster banished to activate this effect. (Super Rare) (from the HERO Strike Structure Deck) |
Rating: 2 out of 5 Probably has up to 4000 ATK at a given time during a Duel, and the other effect isn't too bad either. |
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(SC05-EN089) Contrast HERO Chaos DARK / Fusion Monster / Level 9 / ATK 3000 / DEF 2600 (Warrior / Fusion / Effect) 2 "Masked HERO" monsters (This card is always treated as an "Elemental HERO" card.) Must be Fusion Summoned and cannot be Special Summoned by other ways. While face-up on the field, this card is also LIGHT-Attribute. Once per turn, during either player's turn: You can target 1 face-up card on the field; negate that target's effects until the end of this turn. (Ultra Rare) (from the HERO Strike Structure Deck) |
Rating: 1 out of 5 Couldn't even be bothered to learn any new skills for the extra work. |
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(SC05-EN088) Mask Charge SPELL / Normal Spell Target 1 "HERO" monster and 1 "Change" Quick-Play Spell Card in your Graveyard; add those targets to your hand. (Common) (from the HERO Strike Structure Deck) |
Rating: 2 out of 5 The Masked HERO version of Fusion Recovery, (#38) but Fusion Recovery is generally much better. |
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(SC05-EN087) Form Change SPELL / Quick-Play Spell Target 1 "HERO" Fusion Monster you control; return it to the Extra Deck, then Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Level as that monster's original Level, but with a different name. (This Special Summon is treated as a Special Summon with "Mask Change".) (Common) (from the HERO Strike Structure Deck) |
Rating: 2 out of 5 The HERO version of Metamorphosis, but it's not really reducing the workload. |
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(SC05-EN086) Elemental HERO Shadow Mist DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1500 (Warrior / Effect) If this card is Special Summoned: You can add 1 "Change" Quick-Play Spell Card from your Deck to your hand. If this card is sent to the Graveyard: You can add 1 "HERO" monster from your Deck to your hand, except "Elemental HERO Shadow Mist". You can only use 1 "Elemental HERO Shadow Mist" effect per turn, and only once that turn. (Super Rare) (from the HERO Strike Structure Deck) |
Rating: 2 out of 5 Main Deck HERO monsters, (#2) mostly aren't very good, but getting Mask Change can help. |
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(SC05-EN085) Geargiagear Gigant XG EARTH / Xyz Monster / Rank 3 / ATK 2500 / DEF 1300 (Machine / Xyz / Effect) 3 Level 3 monsters During either player's Battle Step, while an attack involving your Machine-Type monster is occurring: You can detach 1 Xyz Material from this card; negate the effects of all face-up cards your opponent currently controls, also your opponent cannot activate cards or effects. These effects last until the end of the Damage Step. When this face-up card leaves the field: You can target 1 other "Geargia" card in your Graveyard; add that target to your hand. (Ultra Rare) (from the Geargia Rampage Structure Deck) |
Rating: 3 out of 5 Any Machine Deck (SD10 #10) can benefit here, and it's pretty strong for its Rank. |
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(SC05-EN084) Geargiauger EARTH / Effect Monster / Level 4 / ATK 500 / DEF 500 (Machine / Effect) When this card is Normal Summoned: You can add 1 Level 4 EARTH Machine-Type monster from your Deck to your hand, except "Geargiauger", also you cannot declare attacks, nor Special Summon monsters except Machine-Type monsters, for the rest of this turn. (Ultra Rare) (from the Geargia Rampage Structure Deck) |
Rating: 2 out of 5 ROTA (#32) for Machine Decks, but only when Normal Summoned and you're quite limited for moves afterwards. |
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(SC05-EN083) Geargiattacker EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 100 (Machine / Effect) Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: You can destroy any number of Spell/Trap Cards on the field, up to the number of other "Geargia" monsters you control. (Super Rare) (from the Geargia Rampage Structure Deck) |
Rating: 3 out of 5 Solid ATK and low Level make it ideal for a lot of Decks. |
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(SC05-EN082) Geargiano Mk-III EARTH / Effect Monster / Level 3 / ATK 1000 / DEF 1000 (Machine / Effect) When this card is Special Summoned by the effect of a "Geargia" card: You can Special Summon 1 "Geargia" monster from your hand or Graveyard in Defense Position, except "Geargiano Mk-III", but its effects are negated. You can only use this effect of "Geargiano Mk-III" once per turn. You cannot Special Summon monsters the turn you activate this effect, except "Geargia" monsters. (Super Rare) (from the Geargia Rampage Structure Deck) |
Rating: 1 out of 5 Mk-II (#27) wasn't ideal, and what we have here doesn't seem to improve anything. |
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(SC05-EN081) Michael, the Arch-Lightsworn LIGHT / Synchro Monster / Level 7 / ATK 2600 / DEF 2000 (Dragon / Synchro / Effect) 1 Tuner + 1 or more non-Tuner LIGHT monsters Once per turn: You can pay 1000 Life Points, then target 1 card on the field; banish that target. When this card is destroyed: You can target any number of other "Lightsworn" monsters in your Graveyard; shuffle them into the Deck, and if you do, you gain 300 Life Points for each returned card. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. (Ultra Rare) (from the Realm of Light Structure Deck) |
Rating: 1 out of 5 Lightsworns (#24) dip their toes into the Synchro era, but with quite the cost in return. |
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(SC05-EN080) Lightsworn Sanctuary SPELL / Continuous Spell Once per turn: You can send 1 "Lightsworn" monster from your hand to the Graveyard, then target 1 other "Lightsworn" monster in your Graveyard; add it to your hand. Each time a card(s) is sent from your Deck to the Graveyard, place 1 Shine Counter on this card. If a "Lightsworn" card(s) you control would be destroyed by a card effect, you can remove 2 Shine Counters from your side of the field for each of those "Lightsworn" card(s) instead. (Ultra Rare) (from the Realm of Light Structure Deck) |
Rating: 1 out of 5 Virtually no protection if lacking Shine Counters and the first effect is just swapping 1 for another. |
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(SC05-EN079) Minerva, Lightsworn Maiden LIGHT / Effect Monster / Level 3 / ATK 800 / DEF 200 (Spellcaster / Tuner / Effect) When this card is Normal Summoned: You can add 1 LIGHT Dragon-Type monster from your Deck to your hand, whose Level is less than or equal to the total number of "Lightsworn" monsters with different names in your Graveyard. If this card is sent from your hand or Deck to the Graveyard: Send the top card of your Deck to the Graveyard. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard. (Super Rare) (from the Realm of Light Structure Deck) |
Rating: 2 out of 5 A Tuner not necessarily limited to Judgment Dragon (#26), but might as well be. |
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(SC05-EN078) Cyber Dragon Nova LIGHT / Xyz Monster / Rank 5 / ATK 2100 / DEF 1600 (Machine / Xyz / Effect) 2 Level 5 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Cyber Dragon" in your Graveyard; Special Summon that target. Once per turn, during either player's turn: You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Card Zone; this card gains 2100 ATK until the End Phase. If this card in your possession is sent to your Graveyard by your opponent's card effect: You can Special Summon 1 Machine-Type Fusion Monster from your Extra Deck. (Ultra Rare) (from the Cyber Dragon Revolution Structure Deck) |
Rating: 2 out of 5 Only as strong as the original (#1), but supports it and the Fusions to an extent. |
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(SC05-EN077) Cyber Network TRAP / Continuous Trap Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine-Type monster from your Deck. When this card is sent from the field to the Graveyard: Special Summon as many of your banished LIGHT Machine-Type monsters as possible, and if you do, destroy all Spell and Trap Cards you control. Monsters that were Special Summoned by this effect cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect. (Common) (from the Cyber Dragon Revolution Structure Deck) |
Rating: 1 out of 5 All you get in the end is a watered down Return from the Different Dimension. |
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(SC05-EN076) Cyber Dragon Core LIGHT / Effect Monster / Level 2 / ATK 400 / DEF 1500 (Machine / Effect) When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap Card from your Deck to your hand. If your opponent controls a monster and you control no monsters: You can banish this card from your Graveyard; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while it is on the field or in the Graveyard. (Super Rare) (from the Cyber Dragon Revolution Structure Deck) |
Rating: 2 out of 5 The support is pretty bad generally, but this can also bring out Cyber Dragon from your Deck. |
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(SC05-EN075) Unauthorized Reactivation SPELL / Quick-Play Spell Target 1 Machine monster you control; equip 1 appropriate Machine Union monster from your hand or Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Unauthorized Reactivation" per turn. (Super Rare) (from Structure Deck: Mechanized Madness) |
Rating: 2 out of 5 A tad better than Roll Out! (#56), but the choices are quite limited. |
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(SC05-EN074) Machina Possesstorage DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1500 (Machine / Effect) If this card is Normal or Special Summoned: You can target 1 "Machina" monster in your GY, except "Machina Possesstorage"; Special Summon it in Defense Position, but it cannot activate its effects this turn. You can target 1 other "Machina" monster you control and 1 Spell/Trap your opponent controls; return them to the hand. You can only use each effect of "Machina Possesstorage" once per turn. (Ultra Rare) (from Structure Deck: Mechanized Madness) |
Rating: 1 out of 5 Better put it in your own storage like a trade binder. |
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(SC05-EN073) Machina Overdrive TRAP / Normal Trap Target 1 Machine monster you control; Special Summon 1 "Machina" monster with a different name from your hand or Deck, and if you do, destroy that targeted monster. You can banish this card from your GY, then target 3 of your Machine monsters that are banished and/or in your GY; shuffle them into your Deck, then draw 1 card. You can only use 1 "Machina Overdrive" effect per turn, and only once that turn. (Common) (from Structure Deck: Mechanized Madness) |
Rating: 2 out of 5 Just about every card these days has a mini Pot of Avarice effect, like Konami has no other choice. |
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(SC05-EN072) Machina Defense Perimeter SPELL / Continuous Spell While you control a Level 7 or higher Machine monster, your opponent's monsters cannot target Level 6 or lower Machine monsters you control for attacks, also your opponent cannot target them with card effects. If a face-up Machine monster(s) you control is destroyed by battle or card effect: You can target 1 Machine monster in your GY; add it to your hand. You can only use this effect of "Machina Defense Perimeter" once per turn. (Common) (from Structure Deck: Mechanized Madness) |
Rating: 2 out of 5 Not bad effects, but you'll need a pretty strong one to even get the benefits. |
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(SC05-EN071) Machina Redeployment SPELL / Normal Spell Activate 1 of these effects. ● Discard 1 card; add 2 "Machina" monsters with different names from each other from your Deck to your hand. ● Discard 1 "Machina" card; add 2 "Machina" cards with different names from each other from your Deck to your hand, except "Machina Redeployment". You can only activate 1 "Machina Redeployment" per turn. (Super Rare) (from Structure Deck: Mechanized Madness) |
Rating: 2 out of 5 Can get Gearframe and Fortress at the same time at least. |
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(SC05-EN070) Machina Irradiator EARTH / Effect Monster / Level 8 / ATK 1700 / DEF 2400 (Machine / Effect) You can discard 1 other "Machina" monster; Special Summon this card from your hand. You can target 1 Machine monster you control; Special Summon from your GY, 1 "Machina" monster with a different name and an equal or lower Level than that monster, and if you do, destroy that targeted monster. You can only use each effect of "Machina Irradiator" once per turn. (Common) (from Structure Deck: Mechanized Madness) |
Rating: 1 out of 5 Quite the waste of resources with anything this has to offer. |
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(SC05-EN069) Machina Air Raider EARTH / Effect Monster / Level 8 / ATK 1500 / DEF 2600 (Machine / Effect) You can discard 1 other "Machina" monster; Special Summon this card from your hand. During your opponent's turn (Quick Effect): You can target 1 Machine monster you control; Special Summon from your Deck, 1 "Machina" monster with a different name and an equal or lower Level than that monster, and if you do, destroy that targeted monster. You can only use each effect of "Machina Air Raider" once per turn. (Super Rare) (from Structure Deck: Mechanized Madness) |
Rating: 1 out of 5 I doubt this can even drop eggs. |
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(SC05-EN068) Machina Citadel EARTH / Effect Monster / Level 10 / ATK 3000 / DEF 2500 (Machine / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. (Quick Effect): You can target 1 Machine monster you control; destroy that Machine monster and all monsters your opponent controls with ATK less than or equal to it. If a face-up EARTH Machine monster(s) you control, except "Machina Citadel", is destroyed by battle or card effect while this card is in your GY: You can Special Summon this card. You can only use each effect of "Machina Citadel" once per turn. (Ultra Rare) (from Structure Deck: Mechanized Madness) |
Rating: 1 out of 5 Fortress is pretty much never a dead draw, unlike this card. |
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(SC05-EN067) El Shaddoll Apkallone DARK / Fusion Monster / Level 6 / ATK 2500 / DEF 2000 (Spellcaster / Fusion / Effect) 2 "Shaddoll" monsters with different Attributes Must first be Fusion Summoned. Cannot be destroyed by battle. You can only use each of the following effects of "El Shaddoll Apkallone" once per turn. ● If this card is Special Summoned: You can target 1 face-up card on the field; negate its effects. ● If this card is sent to the GY: You can add 1 "Shaddoll" card from your Deck or GY to your hand, then discard 1 card. (Ultra Rare) (from Structure Deck: Shaddoll Showdown) |
Rating: 1 out of 5 The Deck must be channelling Dark Magician, which explains why none of the cards have held up well. |
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(SC05-EN066) Resh Shaddoll Incarnation TRAP / Normal Trap Target 1 "Shaddoll" monster in your GY; Special Summon it in face-up or face-down Defense Position. You can banish this card and 1 "Shaddoll" card from your GY, then activate 1 of these effects; ● Change 1 face-down monster you control to face-up Defense Position. ● Change 1 face-up monster you control to face-down Defense Position. You can only use 1 "Resh Shaddoll Incarnation" effect per turn, and only once that turn. (Super Rare) (from Structure Deck: Shaddoll Showdown) |
Rating: 1 out of 5 Came out just in time to become immediately outclassed by Monster Reborn. (#35) |
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(SC05-EN065) Naelshaddoll Ariel WATER / Effect Monster / Level 4 / ATK 1000 / DEF 1800 (Psychic / Flip / Effect) FLIP: You can target 1 of your banished "Shaddoll" monsters; Special Summon it in face-up or face-down Defense Position. If this card is sent to the GY by a card effect: You can target up to 3 cards in the GY(s); banish them. You can only use 1 "Naelshaddoll Ariel" effect per turn, and only once that turn. (Super Rare) (from Structure Deck: Shaddoll Showdown) |
Rating: 2 out of 5 Ariel has become part of the Yu-Gi-Oh world, but there's little to sing about, other than defeat. |
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(SC05-EN064) Reeshaddoll Wendi WIND / Effect Monster / Level 3 / ATK 1500 / DEF 1000 (Psychic / Flip / Effect) FLIP: You can Special Summon 1 "Shaddoll" monster from your Deck in face-up or face-down Defense Position, except "Reeshaddoll Wendi". If this card is sent to the GY by a card effect: You can Special Summon 1 "Shaddoll" monster from your Deck in face-down Defense Position, except "Reeshaddoll Wendi". You can only use 1 "Reeshaddoll Wendi" effect per turn, and only once that turn. (Super Rare) (from Structure Deck: Shaddoll Showdown) |
Rating: 1 out of 5 No Peter Pan here, just a new member of a Deck that proved (#23) to be its own downfall. |
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(SC05-EN063) Qadshaddoll Keios LIGHT / Effect Monster / Level 2 / ATK 900 / DEF 100 (Spellcaster / Flip / Effect) FLIP: You can Special Summon 1 "Shaddoll" monster from your hand in face-up or face-down Defense Position. If this card is sent to the GY by a card effect: You can send 1 "Shaddoll" monster from your hand to the GY, and if you do, for the rest of this turn, all monsters you control gain ATK/DEF equal to the original Level of that monster sent to the GY x 100. You can only use 1 "Qadshaddoll Keios" effect per turn, and only once that turn. (Super Rare) (from Structure Deck: Shaddoll Showdown) |
Rating: 1 out of 5 The new Shaddoll Deck is here, but it's already off to a weak start. |
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(SC05-EN062) Quadborrel Dragon DARK / Link Monster / ATK 1000 / Link-2 Links: Left and Bottom (Dragon / Link / Effect) 2 Dragon monsters, including a "Rokket" monster You can discard 1 card, then target 1 face-up monster on the field; you cannot Special Summon Link-2 or lower monsters from the Extra Deck for the rest of the turn, also destroy the targeted monster, then, if it was a Link Monster, you can Special Summon any number of "Rokket" monsters with different names, from your hand or GY, up to its Link Rating. You can only use this effect of "Quadborrel Dragon" once per turn. (Ultra Rare) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 1/3 the ATK of Borreload Dragon (#42) and 4 times the restraints. |
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(SC05-EN061) Borreload Furious Dragon DARK / Fusion Monster / Level 8 / ATK 3000 / DEF 2500 (Dragon / Fusion / Effect) 2 DARK Dragon monsters (Quick Effect): You can target 1 monster you control and 1 card your opponent controls; destroy them. You can banish this card from your GY, then target 1 DARK Link Monster in your GY; Special Summon it, but it cannot activate its effects this turn. You can only use each effect of "Borreload Furious Dragon" once per turn. (Ultra Rare) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 I'd be furious too with these effects since Scrap Dragon (#43) is more generic. |
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(SC05-EN060) Topologic Zeroboros DARK / Link Monster / ATK 3000 / Link-4 Links: All 4 Corners (Dragon / Link / Effect) 2+ Effect Monsters You cannot Summon/Set monsters to any Extra Monster Zone this card points to. Gains 200 ATK for each banished card. If another monster is Special Summoned to a zone a Link Monster points to, while this monster is on the field: Banish all cards on the field. Once per turn, during the Standby Phase of your next turn after this card was banished by its own effect: Special Summon this banished card. (Ultra Rare) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 Zero reasons to use this over Borreload Dragon. (#42) |
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(SC05-EN059) Execute Protocols TRAP / Continuous Trap During each Battle Phase: You can banish 1 DARK Link Monster from your GY, then target 1 "Borrel" monster you control; until the end of this turn, it gains ATK equal to the ATK of the monster banished to activate this effect. You can only use this effect of "Execute Protocols" once per turn. (Common) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 Hard pass when you're losing monsters each turn just for a temporary boost. |
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(SC05-EN058) Zero-Day Blaster TRAP / Normal Trap Tribute 1 DARK Link Monster, then target cards on the field equal to its Link Rating; destroy them. (Super Rare) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 Icarus Attack (#55) if it required more work for less result. |
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(SC05-EN057) Rapid Trigger SPELL / Quick-Play Spell Fusion Summon 1 Fusion Monster from your Extra Deck, by destroying Fusion Materials listed on it from your field, but it can only attack monsters Special Summoned from the Extra Deck, also it is unaffected by activated effects from any other monster Special Summoned from the Extra Deck. You can only activate 1 "Rapid Trigger" per turn. (Common) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 Regular Poly already has no restraints at all and doesn't needlessly destroy your own monsters. |
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(SC05-EN056) Borrel Supplier SPELL / Continuous Spell During each Standby Phase, if you control a "Borrel" Link Monster: You can target 1 "Rokket" monster in your GY; Special Summon it, but destroy it during the End Phase. You can only use this effect of "Borrel Supplier" once per turn. (Common) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 Can't win Duels if your strategy is to blow them up first. |
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(SC05-EN055) Checksum Dragon DARK / Effect Monster / Level 6 / ATK 400 / DEF 2400 (Dragon / Effect) When an opponent's monster declares an attack: You can Special Summon this card from your hand, then, gain LP equal to half this card's DEF. This Attack Position card cannot be destroyed by battle. (Common) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 That's only 1200 Life Points, which you can already get with Poison of the Old Man. (#33) |
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(SC05-EN054) Absorouter Dragon DARK / Effect Monster / Level 7 / ATK 1200 / DEF 2800 (Dragon / Effect) If you control a "Rokket" monster, you can Special Summon this card (from your hand). You can only Special Summon "Absorouter Dragon" once per turn this way. If this card is sent to the GY: You can add 1 "Rokket" monster from your Deck to your hand. You can only use this effect of "Absorouter Dragon" once per turn. (Super Rare) (from the Rokket Revolt Structure Deck) |
Rating: 1 out of 5 Rokkets in Yu-Gi-Oh are highly defective. |
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(SC05-EN053) Exploderokket Dragon DARK / Effect Monster / Level 7 / ATK 2000 / DEF 2000 (Dragon / Effect) When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then each player takes 2000 damage. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Exploderokket Dragon". You can only use each effect of "Exploderokket Dragon" once per turn. (Common) (from the Rokket Revolt Structure Deck) |
Rating: 0 out of 5 The others (#9) look relatively decent by comparison. |
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(SC05-EN052) Rokket Recharger DARK / Effect Monster / Level 4 / ATK 0 / DEF 2100 (Dragon / Effect) If a DARK monster(s) you control that was Special Summoned from the Extra Deck is destroyed by battle or card effect: You can send this card from your hand or field to the GY, then target 1 of those destroyed monsters; Special Summon 1 DARK monster from your GY with a different original name from that targeted monster. You can only use this effect of "Rokket Recharger" once per turn. While you control a DARK monster Special Summoned from the Extra Deck, your opponent's monsters cannot target this card for attacks. (Common) (from the Rokket Revolt Structure Deck) |
Rating: 2 out of 5 2s in a Structure Deck should be rare, but Konami makes it pretty easy to give them. |
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(SC05-EN051) Rokket Tracer DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Dragon / Tuner / Effect) (Quick Effect): You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Rokket" monster from your Deck, except "Rokket Tracer", also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK monsters. You can only use this effect of "Rokket Tracer" once per turn. (Super Rare) (from the Rokket Revolt Structure Deck) |
Rating: 2 out of 5 A Tuner whose first effect isn't 100% tied to the Deck, but it's pretty close. |
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(SC05-EN050) Silverrokket Dragon DARK / Effect Monster / Level 4 / ATK 1900 / DEF 100 (Dragon / Effect) When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then look at your opponent's Extra Deck and banish 1 card from it. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Silverrokket Dragon". You can only use each effect of "Silverrokket Dragon" once per turn. (Super Rare) (from the Rokket Revolt Structure Deck) |
Rating: 3 out of 5 Only like the 3rd Beatstick in the Archetype (#11), but good enough for use individually or in 3s. |
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(SC05-EN049) Dwimmered Path SPELL / Normal Spell Target 1 Spellcaster Effect Monster in your GY; add it to your hand. You can only activate 1 "Dwimmered Path" per turn. (Super Rare) (from the Order of the Spellcasters Structure Deck) |
Rating: 1 out of 5 Despite costing a card, Monster Reincarnation (#45) still proves better as it's more generic. |
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(SC05-EN048) Day-Breaker the Shining Magical Warrior LIGHT / Link Monster / ATK 1600 / Link-2 Links: Bottom Corners (Spellcaster / Link / Effect) 2 Spellcaster monsters If this card is Link Summoned: Place 1 Spell Counter on it. Gains 300 ATK for each Spell Counter on it. You can only activate each of the following effects of "Day-Breaker the Shining Magical Warrior" once per turn. ● If a Spellcaster monster(s) is Special Summoned to a zone(s) this card points to: Place 1 Spell Counter on this card. ● You can remove 2 Spell Counters from this card, then target 1 card on the field; destroy it. (Ultra Rare) (from the Order of the Spellcasters Structure Deck) |
Rating: 1 out of 5 Extra Spell Counters don't really mean anything when the effects are once per turn and not very good. |
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(SC05-EN047) Endymion's Lab SPELL / Continuous Spell This card's name becomes "Magical Citadel of Endymion" while in the Spell & Trap Zone. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn, after damage calculation, if your Spellcaster monster is destroyed by battle: You can remove 6 Spell Counters from your field; Special Summon 1 Level 7 or higher Spellcaster monster from your hand or Deck. You can only activate 1 "Endymion's Lab" per turn. (Common) (from the Order of the Spellcasters Structure Deck) |
Rating: 1 out of 5 Less searchable (SDSC #19) and about as costly. |
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(SC05-EN046) Spell Power Mastery SPELL / Normal Spell Add 1 "Endymion" card from your Deck to your hand, then you can count the number of "Spell Power Mastery" and "Spell Power Grasp" you control and/or have in your GY, and place that many Spell Counters among card(s) you control that you can place a Spell Counter on. You can only activate 1 "Spell Power Mastery" per turn. (Super Rare) (from the Order of the Spellcasters Structure Deck) |
Rating: 2 out of 5 Marginally useful, but isn't likely to give that many counters. |
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(SC05-EN045) Servant of Endymion WIND / Pendulum Monster / Level 3 / ATK 900 / DEF 1500 / Scale 2 and Scale 2 Pendulum Text Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 monster from your Deck with 1000 or more ATK that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. |
(Spellcaster / Pendulum / Effect) You can only Special Summon "Servant(s) of Endymion" once per turn. This card with a Spell Counter can attack directly. Once per opponent's turn (Quick Effect): You can discard 1 card; place 1 Spell Counter on each card you control that you can place a Spell Counter on. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone, then place the same number of Spell Counters on it that it had as a monster. (Common) (from the Order of the Spellcasters Structure Deck) |
Rating: 2 out of 5 Just Magister with a few properties reconfigured. Hardly notable. |
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(SC05-EN044) Magister of Endymion EARTH / Pendulum Monster / Level 3 / ATK 1500 / DEF 900 / Scale 8 and Scale 8 Pendulum Text Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 face-up monster from your Extra Deck that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. |
(Spellcaster / Pendulum / Effect) You can only Special Summon "Magister(s) of Endymion" once per turn. When this card declares an attack: You can place 1 Spell Counter on it. Once per opponent's turn (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 monster from your Deck that you can place a Spell Counter on. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone, then place the same number of Spell Counters on it that it had as a monster. (Common) (from the Order of the Spellcasters Structure Deck) |
Rating: 2 out of 5 Searchable with a low Scale. |
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(SC05-EN043) Reflection of Endymion LIGHT / Pendulum Monster / Level 7 / ATK 1850 / DEF 2700 / Scale 2 and Scale 2 Pendulum Text Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 monster from your hand that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. |
(Spellcaster / Pendulum / Effect) You can only Special Summon "Reflection(s) of Endymion" once per turn. If this card is Special Summoned: You can target 1 card your opponent controls, and 1 card you control with a Spell Counter, except this card; return that opponent's card and your card to the hand, then place the same number of Spell Counters on this card that your returned card had. When this card with a Spell Counter is destroyed by battle: You can add 1 "Endymion" card from your Deck to your hand. (Super Rare) (from the Order of the Spellcasters Structure Deck) |
Rating: 2 out of 5 The only upgrade (SDSC #3) seems to be making them Pendulum Monsters, and they're still mediocre. |
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(SC05-EN042) Endymion, the Mighty Master of Magic DARK / Pendulum Monster / Level 7 / ATK 2800 / DEF 1700 / Scale 8 and Scale 8 Pendulum Text You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone, then count the number of cards you control that can have a Spell Counter, destroy up to that many cards on the field, and if you do, place Spell Counters on this card equal to the number of cards destroyed. You can only use this effect of "Endymion, the Mighty Master of Magic" once per turn. |
(Spellcaster / Pendulum / Effect) Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it. Then, you can place the same number of Spell Counters on this card that the returned card had. While this card has a Spell Counter, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card with a Spell Counter is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand. (Ultra Rare) (from the Order of the Spellcasters Structure Deck) |
Rating: 2 out of 5 Endymion (SDSC #1) is back, but not exactly better than ever. |
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(SC05-EN041) Azure-Eyes Silver Dragon LIGHT / Synchro Monster / Level 9 / ATK 2500 / DEF 3000 (Dragon / Synchro / Effect) 1 Tuner + 1 or more non-Tuner Normal Monsters When this card is Special Summoned: Dragon-Type monsters you currently control cannot be targeted or destroyed by card effects until the end of the next turn. Once per turn, during your Standby Phase: You can target 1 Normal Monster in your Graveyard; Special Summon that target. (Ultra Rare) (from the Saga of Blue-Eyes White Dragon Structure Deck) |
Rating: 2 out of 5 Unlike Hieratics (#25), this doesn't drain that monster's ATK to 0 and offers some protection. |
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(SC05-EN040) Castle of Dragon Souls TRAP / Continuous Trap Once per turn: You can banish 1 Dragon-Type monster from your Graveyard, then target 1 monster you control; it gains 700 ATK until the End Phase (even after this card leaves the field or the monster becomes unaffected by card effects). When this face-up card on the field is sent to the Graveyard: You can target 1 of your banished Dragon-Type monsters; Special Summon that target. You can only control 1 "Castle of Dragon Souls". (Common) (from the Saga of Blue-Eyes White Dragon Structure Deck) |
Rating: 1 out of 5 Officially a worse version of Rush Recklessly. (#13) |
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(SC05-EN039) Silver's Cry SPELL / Quick-Play Spell Target 1 Dragon-Type Normal Monster in your Graveyard; Special Summon that target. You can only activate 1 "Silver's Cry" per turn. (Common) (from the Saga of Blue-Eyes White Dragon Structure Deck) |
Rating: 2 out of 5 Better than Soul Resurrection, but not Call of the Haunted. (#25) |
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(SC05-EN038) Rider of the Storm Winds LIGHT / Effect Monster / Level 1 / ATK 500 / DEF 200 (Dragon / Tuner / Effect) You can target 1 Dragon-Type Normal Monster you control; equip this monster from your hand or your side of the field to that target. If a monster equipped with this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If a monster equipped with this card would be destroyed, destroy this card instead. (Common) (from the Saga of Blue-Eyes White Dragon Structure Deck) |
Rating: 2 out of 5 Only advantages this has over Fairy Meteor Crush (#40) is being searchable and a Tuner. |
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(SC05-EN037) Fire King Avatar Kirin FIRE / Effect Monster / Level 3 / ATK 1000 / DEf 200 (Beast / Effect) If a face-up "Fire King" monster you control is destroyed by a card effect (except during the Damage Step): You can Special Summon this card from your hand. If this card is destroyed and sent to the Graveyard: You can send 1 FIRE monster from your Deck to the Graveyard. (Super Rare) (from the Onslaught of the Fire Kings Structure Deck) |
Rating: 1 out of 5 Just use Foolish Burial (SDRL #20) to quickly send a monster to the Grave. |
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(SC05-EN036) Fire King Avatar Barong FIRE / Effect Monster / Level 4 / ATK 1800 / DEf 200 (Beast-Warrior / Effect) If a face-up "Fire King" monster you control is destroyed by a card effect (except during the Damage Step): You can Special Summon this card from your hand. During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Add 1 "Fire King" card from your Deck to your hand, except "Fire King Avatar Barong". (Super Rare) (from the Onslaught of the Fire Kings Structure Deck) |
Rating: 3 out of 5 FIRE Decks (SD3 #11) get one decent new member at least. |
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(SC05-EN035) Fire King High Avatar Garunix FIRE / Effect Monster / Level 8 / ATK 2700 / DEf 1700 (Winged Beast / Effect) During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon this card from the Graveyard. When you do: Destroy all other monsters on the field. When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Fire King" monster from your Deck, except "Fire King High Avatar Garunix". (Ultra Rare) (from the Onslaught of the Fire Kings Structure Deck) |
Rating: 2 out of 5 Slower than Yubel's 2nd form (#7), but stronger too. I'd still rank Yubel's 2nd form higher than this. |
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(SC05-EN034) Call of the Atlanteans SPELL / Quick-Play Spell Target 3 Level 3 or lower Sea Serpent-Type monsters in your Graveyard; Special Summon all 3 of them. You cannot Special Summon a monster(s) during the turn you activate this card. (Super Rare) (from the Realm of the Sea Emperor Structure Deck) |
Rating: 1 out of 5 None of the good monsters (SD4 #12) are available with this so why bother? |
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(SC05-EN033) Atlantean Dragoons WATER / Effect Monster / Level 4 / ATK 1800 / DEF 0 (Sea Serpent / Effect) All face-up Level 3 or lower Sea Serpent-Type monsters you control can attack your opponent directly. When this card is sent to the Graveyard to activate a WATER monster's effect: Add 1 Sea Serpent-Type monster from your Deck to your hand, except "Atlantean Dragoons". (Super Rare) (from the Realm of the Sea Emperor Structure Deck) |
Rating: 2 out of 5 Could gain the first effect itself with A Legendary Ocean (SD4 #20), but it's quite poor otherwise. |
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(SC05-EN032) Poseidra, the Atlantean Dragon WATER / Effect Monster / Level 7 / ATK 2800 / DEF 1600 (Sea Serpent / Effect) You can Tribute 3 Level 3 or lower WATER monsters; Special Summon this card from your hand or Graveyard. When you do: Return all Spell and Trap Cards on the field to the hand, and if you do, if 3 or more cards are returned to the hand by this effect, all monsters your opponent currently controls lose 300 ATK for each. (Ultra Rare) (from the Realm of the Sea Emperor Structure Deck) |
Rating: 2 out of 5 Feels like a literally watered down Gilford the Lightning. (SDRL #6) |
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(SC05-EN031) Dragon's Rebirth TRAP / Normal Trap Target 1 face-up Dragon-Type monster you control; banish that target and Special Summon 1 Dragon-Type monster from your hand or Graveyard. (Common) (from the Dragons Collide Structure Deck) |
Rating: 2 out of 5 A bit weaker than Darkness Metal (DUSA #68), but also a bit better in the end result. |
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(SC05-EN030) Eclipse Wyvern LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Dragon / Effect) If this card is sent to the Graveyard: Banish 1 Level 7 or higher LIGHT or DARK Dragon-Type monster from your Deck. If this card in the Graveyard is banished: You can add the monster banished by this effect to your hand. (Super Rare) (from the Dragons Collide Structure Deck) |
Rating: 2 out of 5 The stronger ones tend to be either LIGHT or DARK, but it's only going to your hand in the end. |
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(SC05-EN029) Trishula, Zero Dragon of the Ice Barrier WATER / Synchro Monster / Level 11 / ATK 2700 / DEF 2000 (Dragon / Synchro / Effect) 1 Tuner + 2+ non-Tuner monsters When this card is Synchro Summoned: You can banish up to 3 cards your opponent controls. If this Synchro Summoned card in its owner's control is destroyed by an opponent's card: You can Special Summon 1 "Trishula, Dragon of the Ice Barrier" from your Extra Deck or GY, its ATK becomes 3300, then halve the ATK of any face-up monsters your opponent currently controls, also negate their effects. You can only use this effect of "Trishula, Zero Dragon of the Ice Barrier" once per turn. (Ultra Rare) (from Structure Deck: Freezing Chains) |
Rating: 1 out of 5 Konami thinks the original needed an update, but they screwed up everywhere. |
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(SC05-EN028) Freezing Chains of the Ice Barrier SPELL / Continuous Spell When this card is activated: You can target 1 Level 4 or lower "Ice Barrier" monster in your GY; Special Summon it. While you control 3 or more "Ice Barrier" monsters, "Ice Barrier" monsters you control are unaffected by the activated effects of your opponent's monsters that were Special Summoned from the Extra Deck. You can only activate 1 "Freezing Chains of the Ice Barrier" per turn. (Common) (from Structure Deck: Freezing Chains) |
Rating: 1 out of 5 Exodia (#21) proves you're better off breaking the chains and freeing those trapped within them. |
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(SC05-EN027) Winds Over the Ice Barrier SPELL / Normal Spell Tribute any number of "Ice Barrier" monsters; Special Summon from your Deck that many Level 4 or lower "Ice Barrier" monsters with different names from each other. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your "Ice Barrier" monsters that is banished or in your GY; add it to your hand. You can only use each effect of "Winds Over the Ice Barrier" once per turn. (Ultra Rare) (from Structure Deck: Freezing Chains) |
Rating: 1 out of 5 Anemometers recorded only 5 MPH. |
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(SC05-EN026) Zuijin of the Ice Barrier WATER / Effect Monster / Level 2 / ATK 500 / DEF 300 (Warrior / Effect) You can Tribute this card; Special Summon 1 Level 5 or higher "Ice Barrier" monster from your hand. If this card is in your GY, except the turn it was sent there: You can target 1 Level 3 or higher WATER monster you control; reduce its Level by exactly 2, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Zuijin of the Ice Barrier" once per turn. (Ultra Rare) (from Structure Deck: Freezing Chains) |
Rating: 2 out of 5 They combined Level Eater (#5) and Unshaven Angler (SD4 #13) into one. Only for Ice Barriers though. |
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(SC05-EN025) Speaker for the Ice Barriers WATER / Effect Monster / Level 4 / ATK 1000 / DEF 1800 (Spellcaster / Effect) While you control another "Ice Barrier" monster, Defense Position monsters your opponent controls cannot change their battle positions. You can only use each of the following effects of "Speaker for the Ice Barriers" once per turn. If you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If you control an "Ice Barrier" monster: You can banish this card from your GY; Special Summon 1 "Ice Barrier Token" (Aqua/WATER/Level 1/ATK 0/DEF 0). (Ultra Rare) (from Structure Deck: Freezing Chains) |
Rating: 2 out of 5 Other copies can help achieve either of this card's effects, but its DEF only gives it a 2. |
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(SC05-EN024) Revealer of the Ice Barrier WATER / Effect Monster / Level 4 / ATK 1700 / DEF 1000 (Spellcaster / Effect) While you control another "Ice Barrier" monster, your opponent cannot Tribute Summon. You can only use each of the following effects of "Revealer of the Ice Barrier" once per turn. You can discard 1 card; Special Summon 1 "Ice Barrier" Tuner from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If you would discard, or send a card(s) from your hand to the GY, to activate an "Ice Barrier" monster's effect, you can banish this card from your GY instead of 1 of those cards. (Ultra Rare) (from Structure Deck: Freezing Chains) |
Rating: 2 out of 5 Most players don't Tribute Summon so bring out a Tuner with the effect so that you can Synchro Summon. |
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(SC05-EN023) Spirit Charmers SPELL / Quick-Play Spell Discard 1 card; take 2 cards from your Deck with different names from each other, that are "Charmer" monsters, "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps, add 1 of them to your hand, and Set the other. You can only activate 1 "Spirit Charmers" per turn. (Ultra Rare) (from Structure Deck: Spirit Charmers) |
Rating: 1 out of 5 The only good ones are the Familiar-Possessed (#29) ones and they're better off Summoned. |
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(SC05-EN022) Possessed Partnerships TRAP / Normal Trap Special Summon 1 Spellcaster monster with 1500 DEF from your hand or GY in Attack Position or face-down Defense Position, then, if you control monsters with 2 or more different Attributes, you can destroy 1 face-up card on the field. You can banish this card from your GY, then target 1 "Possessed" Continuous Spell/Trap in your GY; place it face-up on your field. You can only use 1 "Possessed Partnerships" effect per turn, and only once that turn. (Super Rare) (from Structure Deck: Spirit Charmers) |
Rating: 2 out of 5 Okay for Spellcaster Decks (SDSC #1), but not really for Spirit Charmers. |
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(SC05-EN021) Greater Spiritual Art - Ichirin SPELL / Field Spell Negate your opponent's first monster effect that resolves each turn while you control a Spellcaster monster with 1500 DEF. During your Main Phase: You can reveal 1 Spellcaster monster from your hand, and if you do, add 1 monster with the same Attribute, but with 1500 ATK/200 DEF, from your Deck to your hand, and if you do that, shuffle the revealed card into the Deck. You can only use this effect of "Grand Spiritual Art - Ichirin" once per turn. (Ultra Rare) (from Structure Deck: Spirit Charmers) |
Rating: 2 out of 5 The Familiar-Possessed (#27) make this a bit useful, but the other effect is limited mostly to Charmers. |
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(SC05-EN020) Awakening of the Possessed - Greater Inari Fire FIRE / Effect Monster / Level 5 / ATK 2000 / DEF 200 (Pyro / Effect) You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower FIRE monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Greater Inari Fire" once per turn. ● When this card is Special Summoned by its effect: You can inflict damage to your opponent equal to the original ATK of 1 monster they control (your choice). ● If this card is sent from the field to the GY: You can add 1 "Spiritual Fire Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand. (Ultra Rare) (from Structure Deck: Spirit Charmers) |
Rating: 2 out of 5 The best effect works one time and it's pretty costly. |
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(SC05-EN019) Awakening of the Possessed - Nefariouser Archfiend EARTH / Effect Monster / Level 5 / ATK 2000 / DEF 200 (Beast / Effect) You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower EARTH monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Nefariouser Archfiend" once per turn. ● When this card is Special Summoned by its effect: You can Special Summon 1 Level 4 or lower monster from your GY, but negate its effects. ● If this card is sent from the field to the GY: You can add 1 "Spiritual Earth Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand. (Ultra Rare) (from Structure Deck: Spirit Charmers) |
Rating: 1 out of 5 Just about every way to revive monsters is better than this. |
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(SC05-EN018) Dimension Fusion Destruction SPELL / Normal Spell Banish from your hand, field, and/or GY, the Fusion Materials that are listed on a "Phantasm" Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. You take no battle damage from attacks involving the monster Special Summoned by this effect. If you control "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", your opponent cannot activate cards or effects in response to this card's activation. (Super Rare) (from Structure Deck: Sacred Beasts) |
Rating: 1 out of 5 Such a punishing name is wasted by an effect limited to like 3 bad Fusions. (#91) |
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(SC05-EN017) Awakening of the Sacred Beasts TRAP / Continuous Trap This card gains these effects based on the number of "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and/or "Raviel, Lord of Phantasms" with different names you control. ● 1+: Each time your opponent Normal or Special Summons a monster(s): Gain LP equal to the ATK of that monster(s). ● 2+: Negate the activated effects of monsters your opponent controls. ● 3: Any monsters sent to your opponent's GY are banished instead. Once per your turn, if you control a Level 10 monster: You can add 1 Continuous Trap from your GY to your hand. (Common) (from Structure Deck: Sacred Beasts) |
Rating: 2 out of 5 You get 1 effect regardless of which you control, but only Raviel (#3) and Hamon are useful. |
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(SC05-EN016) Hyper Blaze TRAP / Continuous Trap To Special Summon "Uria, Lord of Searing Flames" using its own procedure, you can also use face-down Traps you control. Once per battle, when an attack is declared involving your "Uria, Lord of Searing Flames": You can send 1 Trap from your hand or Deck to the GY; its ATK/DEF become the number of face-up Traps on the field and in the GYs x 1000, for the rest of this turn. Once per turn: You can discard 1 card; add to your hand or Special Summon, 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" from your GY, ignoring its Summoning conditions. (Super Rare) (from Structure Deck: Sacred Beasts) |
Rating: 1 out of 5 Much of this could've been in Uria's text, but it's worthless because of how bad Uria (#1) is. |
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(SC05-EN015) Opening of the Spirit Gates SPELL / Continuous Spell When this card is activated: Add 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", OR 1 monster that specifically lists any of those cards in its text, from your Deck to your hand. Once per turn: You can discard 1 card; Special Summon 1 Fiend monster with 0 ATK/DEF from your GY. Once per turn, if you control a Level 10 monster: You can add 1 Continuous Spell from your GY to your hand. You can only activate 1 "Opening of the Spirit Gates" per turn. (Common) (from Structure Deck: Sacred Beasts) |
Rating: 2 out of 5 Supports some monstrers that aren't Sacred Beasts (#2), but the last effect really isn't good. |
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(SC05-EN014) Cerulean Skyfire SPELL / Continuous Spell To Special Summon "Hamon, Lord of Striking Thunder" using its own procedure, you can also use face-down Spells you control. Once per turn, while you control an Attack Position "Hamon, Lord of Striking Thunder", you can negate any Spell/Trap effect activated by your opponent, then, change 1 "Hamon, Lord of Striking Thunder" you control to Defense Position. If a face-up "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" you control leaves the field: You take no damage this turn. (Super Rare) (from Structure Deck: Sacred Beasts) |
Rating: 2 out of 5 Hamon (#2) becomes only a tad easier to play, but the other effect means it can't attack. |
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(SC05-EN013) Chaos Summoning Beast DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Fiend / Effect) You can Tribute this card; Special Summon 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", from your hand, ignoring its Summoning conditions. You can banish this card from your GY; add 1 "Fallen Paradise" from your Deck to your hand. You can only use each effect of "Chaos Summoning Beast" once per turn. (Common) (from Structure Deck: Sacred Beasts) |
Rating: 2 out of 5 Two of them (#3) are worthwhile and keep their effects, but Fallen Paradise (DUSA #31) sucks. |
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(SC05-EN012) Dark Beckoning Beast DARK / Effect Monster / Level 2 / ATK 0 / DEF 0 (Fiend / Effect) When this card is Normal Summoned: You can add 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", OR 1 card that specifically lists any of those cards in its text, from your Deck to your hand, except "Dark Beckoning Beast". You can only use this effect of "Dark Beckoning Beast" once per turn. During your Main Phase, you can Normal Summon 1 Fiend monster with 0 ATK/DEF in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) (Common) (from Structure Deck: Sacred Beasts) |
Rating: 2 out of 5 A bit more wiggle room than I thought it'd have. |
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(SC05-EN011) Chaos Core DARK / Effect Monster / Level 3 / ATK 0 / DEF 0 (Fiend / Effect) When either player activates a card or effect that targets this card, or when your opponent's monster targets it for an attack (Quick Effect): You can send up to 1 each of "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and "Raviel, Lord of Phantasms" from your hand and/or Deck to the GY, and if you do, place 1 Phantasm Counter on this card for each card sent to the GY, and if you place at least 1, you take no battle damage this turn. You can only use this effect of "Chaos Core" once per turn. If this card would be destroyed by battle or card effect, you can remove 1 Phantasm Counter from this card instead. (Common) (from Structure Deck: Sacred Beasts) |
Rating: 1 out of 5 Reducing damage to 0 can be done with just Waboku. (SD7 #26) |
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(SC05-EN010) Raviel, Lord of Phantasms - Shimmering Scraper DARK / Effect Monster / Level 10 / ATK 4000 / DEF 4000 (Fiend / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. You can only use each of the following effects of "Raviel, Lord of Phantasms - Shimmering Scraper" once per turn. ● (Quick Effect): You can discard this card and target 1 "Raviel, Lord of Phantasms" you control; for the rest of this turn, its ATK becomes double its current ATK, also it can attack all monsters your opponent controls once each. ● If this card is in your GY: You can Tribute 1 monster; add this card to your hand. (Ultra Rare) (from Structure Deck: Sacred Beasts) |
Rating: 2 out of 5 A tall order to get both Raviels (#3) on the field, but then you could win the Duel in a single turn. |
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(SC05-EN009) Dark Scheme TRAP / Normal Trap Your opponent can discard 1 card to negate this card's effect, otherwise both players discard 2 cards, then draw 2 cards. (Common) (from the Gates of the Underworld Structure Deck) |
Rating: 1 out of 5 Pretty confident any Dark World opponent will choose to negate the effect. |
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(SC05-EN008) The Gates of Dark World SPELL / Field Spell All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card. (Common) (from the Gates of the Underworld Structure Deck) |
Rating: 1 out of 5 Everyone is locked inside, which explains why the Deck (#20) is so poor. |
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(SC05-EN007) Ceruli, Guru of Dark World DARK / Effect Monster / Level 1 / ATK 100 / DEF 300 (Fiend / Effect) If this card is discarded to the Graveyard by a card effect: Special Summon this card from the Graveyard to your opponent's side of the field in face-up Defense Position. When this card is Special Summoned by the effect of a "Dark World" card: Your opponent must discard 1 card. (Super Rare) (from the Gates of the Underworld Structure Deck) |
Rating: 1 out of 5 Giving it to your opponent leaves them a prime opportunity to bring out something stronger. |
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(SC05-EN006) Snoww, Unlight of Dark World DARK / Effect Monster / Level 4 / ATK 1700 / DEF 0 (Fiend / Effect) If this card is discarded to the Graveyard by a card effect: If it was discarded from your hand to your Graveyard by an opponent's card effect, you can target 1 monster in your opponent's Graveyard; add 1 "Dark World" card from your Deck to your hand, then Special Summon that target (if any) in face-up Defense Position. (Super Rare) (from the Gates of the Underworld Structure Deck) |
Rating: 1 out of 5 Blinds your own monsters so they can't even attack or see their opposition. |
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(SC05-EN005) Grapha, Dragon Lord of Dark World DARK / Effect Monster / Level 8 / ATK 2700 / DEF 1800 (Fiend / Effect) You can Special Summon this card (from your Graveyard) by returning 1 face-up "Dark World" monster you control to the hand, except "Grapha, Dragon Lord of Dark World". If this card is discarded to the Graveyard by a card effect: Target 1 card your opponent controls; destroy that target, then, if this card was discarded from your hand to your Graveyard by an opponent's card effect, look at 1 random card in your opponent's hand, then, if it was a monster, you can Special Summon it to your side of the field. (Ultra Rare) (from the Gates of the Underworld Structure Deck) |
Rating: 1 out of 5 The Deck's boss monster is proving barely stronger than the others. (#21) |
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(SC05-EN004) Machina Armored Unit SPELL / Continuous Spell Once per turn, when a Machine-Type monster is destroyed by battle and sent to your Graveyard, you can Special Summon 1 Machine-Type monster from your Deck that has the same Attribute and less ATK than the destroyed monster. (Common) (from the Machina Mayhem Structure Deck) |
Rating: 2 out of 5 The weaker the monster, the less it likely has to offer, but that's better than nothing. |
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(SC05-EN003) The Big Saturn DARK / Effect Monster / Level 8 / ATK 2800 / DEF 2200 (Machine / Effect) This card cannot be Special Summoned from the hand or Deck. Once per turn, during your Main Phase, you can discard 1 card and pay 1000 Life Points to have this card gain 1000 ATK until the End Phase. When this card is destroyed and sent to the Graveyard by an opponent's card effect, both players take damage equal to this card's ATK. (Common) (from the Machina Mayhem Structure Deck) |
Rating: 1 out of 5 An unnecessary restriction for two payments and a temporary ATK boost. The last effect is even worse. |
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(SC05-EN002) Machina Force EARTH / Effect Monster / Level 10 / ATK 4600 / DEF 4100 (Machine / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Commander Covington". This card cannot declare an attack unless you pay 1000 Life Points. You can send this card from the field to the Graveyard to select and Special Summon one each of "Machina Soldier", "Machina Sniper", and "Machina Defender" from your Graveyard. (Common) (from the Machina Mayhem Structure Deck) |
Rating: 1 out of 5 It's as if Dark Elf became the world's costliest hunk of scrap metal. |
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(SC05-EN001) Machina Defender EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1800 (Machine / Flip / Effect) FLIP: Add 1 "Commander Covington" from your Deck to your hand. (Common) (from the Machina Mayhem Structure Deck) |
Rating: 2 out of 5 1800 DEF is an okay defense, but nothing is achieved by getting the commander. |