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The Skipped Collection Card Ratings (Page 6)
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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Collection Vol. 6
(SC06-EN100) Gruesome Goo WATER / Normal Monster / Level 3 / ATK 1300 / DEF 700 (Aqua / Normal) A slime boss that is definitely tougher than it looks. (Common) (from Astral Pack Six) |
Rating: 1 out of 5 Not even twice as strong as Frog the Jam. (MP1 #4) |
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Collection Vol. 6
(SC06-EN099) Sea Kamen WATER / Normal Monster / Level 4 / ATK 1100 / DEF 1300 (Aqua / Normal) A merciless monster that tears opponents to shreds with razor-like claws. (Common) (from Astral Pack Six) |
Rating: 1 out of 5 The Fusion Monster takes 3 weaklings like this just to be Fusion Summoned. |
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Collection Vol. 6
(SC06-EN098) Mavelus WIND / Fusion Monster / Level 4 / ATK 1300 / DEF 900 (Winged Beast / Fusion) "Tyhone" + "Wings of Wicked Flame" (Short Print Common) (from Astral Pack Four) |
Rating: 1 out of 5 This can't even beat Harpie Lady (#26) on its own. Really shows you how bad this is. |
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Collection Vol. 6
(SC06-EN097) Wings of Wicked Flame FIRE / Normal Monster / Level 2 / ATK 700 / DEF 600 (Pyro / Normal) Crimson wings of fire make this a very lethal creature. (Short Print Common) (from Astral Pack Four) |
Rating: 1 out of 5 Did we set Curtain of the Dark Ones on fire? |
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Collection Vol. 6
(SC06-EN096) Kamionwizard DARK / Fusion Monster / Level 4 / ATK 1300 / DEF 1100 (Spellcaster / Fusion) "Mystical Elf" + "Curtain of the Dark Ones" (Short Print Common) (from Astral Pack Three) |
Rating: 1 out of 5 Johnson practically lost to Joey because of these cards. That's why he went to great lengths to cheat. |
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Collection Vol. 6
(SC06-EN095) Curtain of the Dark Ones DARK / Normal Monster / Level 2 / ATK 600 / DEF 500 (Spellcaster / Normal) A curtain that a spellcaster made, it is said to raise a dark power. (Common) (from Astral Pack Three) |
Rating: 1 out of 5 All they can do is raise their own curtain. |
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Collection Vol. 6
(SC06-EN094) Salamangreat Claw SPELL / Equip Spell Equip only to a "Salamangreat" monster. The equipped monster cannot be destroyed by battle or card effects, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If the equipped monster is a "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material, during each Battle Phase it can make attacks on monsters up to its Link Rating. You can only control 1 "Salamangreat Claw". (Common) (from Structure Deck: Soulburner) |
Rating: 1 out of 5 Safe Zone (#78) meets Fairy Meteor Crush (#40) for Salamangreats (#5), which mostly lack greatness. |
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Collection Vol. 6
(SC06-EN093) Salamangreat Beat Bison FIRE / Effect Monster / Level 8 / ATK 2800 / DEF 1000 (Cyberse / Effect) If you have 3 or more “Salamangreat” monsters in your GY: You can Special Summon this card from your hand in Defense Position. You can target FIRE Link Monsters in your GY, up to the number of face-up cards your opponent controls; return them to the Extra Deck, then, you can negate the effects of face-up cards your opponent controls until the end of this turn, up to the number of cards you returned. You can only use each effect of “Salamangreat Beat Bison” once per turn. (Common) (from Structure Deck: Soulburner) |
Rating: 1 out of 5 It may act like Dark Armed Dragon (#19), but it's nowhere near close. |
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Collection Vol. 6
(SC06-EN092) Salamangreat Mole FIRE / Effect Monster / Level 1 / ATK 0 / DEF 0 (Cyberse / Effect) During your Main Phase, if you Link Summoned this turn: You can Special Summon this card from your hand to your zone a Link Monster points to. If you control no monsters: You can banish this card from your GY, then target 5 “Salamangreat” cards in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Salamangreat Mole" once per turn. (Common) (from Structure Deck: Soulburner) |
Rating: 1 out of 5 Copied Royal Firestorm Guards (#87), but a higher number of better Pyro monsters are better than this. |
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Collection Vol. 6
(SC06-EN091) Salamangreat Raccoon FIRE / Effect Monster / Level 1 / ATK 400 / DEF 800 (Cyberse / Effect) When your "Salamangreat" monster is targeted for an attack by an opponent's monster: You can send this card from your hand to the GY, then target those 2 monsters that would battle; gain LP equal to the ATK of that opponent's monster's, also your targeted monster cannot be destroyed by battle this turn. When your "Salamangreat" monster destroys an opponent's monster by battle and sends it to the GY, while this card is in your GY: You can add this card to your hand. You can only use this effect of "Salamangreat Raccoon" once per turn. (Common) (from Structure Deck: Soulburner) |
Rating: 2 out of 5 Mostly useful with Fowl because it's the strongest and best so far. |
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Collection Vol. 6
(SC06-EN090) Haunted Shrine TRAP / Normal Trap If you control no monsters: Target 1 Zombie monster in your GY; Special Summon it. If you control no monsters: You can banish this card from your GY, then target 1 Zombie monster in your GY; Special Summon it, but its effects are negated. You can only use 1 "Haunted Shrine" effect per turn, and only once that turn. (Common) (from Structure Deck: Zombie Horde) |
Rating: 1 out of 5 Zombies (SD2 #12) have better alternatives to be revived than this. |
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Collection Vol. 6
(SC06-EN089) Return of the Zombies TRAP / Normal Trap Banish 1 Zombie monster on the field, then Special Summon 1 Zombie monster from the Graveyard of the player who controlled it, to their field in Defense Position. If this card is in your GY: You can shuffle 1 of your banished Zombie monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use each effect of "Return of the Zombies" once per turn. (Common) (from Structure Deck: Zombie Horde) |
Rating: 1 out of 5 They've revived the Zombie Madness (SD2 #1) Deck, only to ensure it has even less success. |
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Collection Vol. 6
(SC06-EN088) Zombie Power Struggle SPELL / Quick-Play Spell Target 1 Zombie monster on the field; until the end of this turn, it gains 1000 ATK or loses 1000 ATK. During your Main Phase, if this card is in your GY: You can shuffle 1 of your banished Zombie monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use this effect of "Zombie Power Struggle" once per turn. (Common) (from Structure Deck: Zombie Horde) |
Rating: 1 out of 5 Isn't this basically just a temporary Megamorph (#3) for Zombies? |
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Collection Vol. 6
(SC06-EN087) Zombie Necronize SPELL / Normal Spell If a Level 5 or higher Zombie monster is on the field: Target 1 monster your opponent controls; take control of it until the End Phase. During your Main Phase, if this card is in your GY: You can shuffle 1 of your banished Zomibe monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use 1 "Zombie Necronize" effect per turn, and only once that turn. (Common) (from Structure Deck: Zombie Horde) |
Rating: 2 out of 5 Pretty simple, and better than other ways to gain control of opponent's monsters. |
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Collection Vol. 6
(SC06-EN086) The Phantom Knights of Mist Claws TRAP / Normal Trap Target 1 of your banished "The Phantom Knights" monsters; add it to your hand. When an opponent's monster declares a direct attack while this card is in your GY: You can target 1 Level 4 or lower "The Phantom Knights" monster in your GY; Special Summon that monster, and if you do, Special Summon this card as a Normal Monster with the same original Level as that monster (Warrior/DARK/ATK 0/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, banish this card when it leaves the field. (Ultra Rare) (from the Phantom Knights Deck in Legendary Hero Decks) |
Rating: 1 out of 5 If you require extra steps just to be Special Summoned as a Trap Monster, you're doing it very wrong. |
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Collection Vol. 6
(SC06-EN085) The Phantom Knights of Rusty Bardiche DARK / Link Monster / ATK 2100 / Link-3 Links: Right and both Bottom Corners (Warrior / Link / Effect) 2+ DARK monsters During your Main Phase: You can send 1 "The Phantom Knights" monster from your Deck to the GY, Set 1 "Phantom Knights" Spell/Trap directly from your Deck in your Spell & Trap Zone. If a DARK Xyz Monster(s) is Special Summoned to a zone(s) this card points to while this card is on the field, except during the Damage Step: You can target 1 card on the field; destroy it. You can only use each effect of "The Phantom Knights of Rusty Bardiche" once per turn. Cannot be used as Link Material. (Ultra Rare) (from the Phantom Knights Deck in Legendary Hero Decks) |
Rating: 1 out of 5 Rusty and likely needing replacement. |
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Collection Vol. 6
(SC06-EN084) Gullveig of the Nordic Ascendant LIGHT / Link Monster / ATK 800 / Link-1 Links: Bottom-Left (Fairy / Link / Effect) 1 Level 5 or lower "Nordic" monster If this card is Link Summoned: You can banish up to 3 cards from your hand and/or field, and if you do, Special Summon that many "Nordic" monsters from your Deck in Defense Position, also, for the rest of this turn, you cannot Special Summon, except "Aesir" monsters, nor Normal Summon/Set any monsters. You can only use this effect of "Gullveig of the Nordic Ascendant" once per turn. While this card points to an "Aesir" monster, your opponent cannot target that monster with card effects, also monsters your opponent controls cannot target this card for attacks. (Ultra Rare) (from the Nordic Deck in Legendary Hero Decks) |
Rating: 1 out of 5 Just how many cards are worth losing just to Synchro Summon an Aesir? (#39) |
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Collection Vol. 6
(SC06-EN083) Xtra HERO Wonder Driver LIGHT / Link Monster / ATK 1900 / Link-2 Links: Top and Bottom (Warrior / Link / Effect) 2 "HERO" monsters If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell Card, 1 "Fusion" Spell Card, or "Change" Quick-Play Spell Card in your GY; Set that target. You can only use this effect of "Xtra HERO Wonder Driver" once per turn. If this card is destroyed by battle and sent to the GY, or if this card in your possession is destroyed by an opponent's card effect and sent to your GY: You can Special Summon 1 "HERO" monster from your hand. (Ultra Rare) (from the Destiny HERO Deck in Legendary Hero Decks) |
Rating: 1 out of 5 Their Extra Deck grows, but unfortunately, their playability does not. |
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Collection Vol. 6
(SC06-EN082) Destiny HERO - Disk Commander DARK / Effect Monster / Level 1 / ATK 300 / DEF 300 (Warrior / Effect) Cannot be Special Summoned from the GY the turn this card was sent to the GY. If this card is Special Summoned from the GY: You can draw 2 cards. You can only use this effect of "Destiny HERO - Disk Commander" once per Duel. (Ultra Rare) (from the Destiny HERO Deck in Legendary Hero Decks) |
Rating: 1 out of 5 Became a floppy disk with this new info. |
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Collection Vol. 6
(SC06-EN081) Xtra HERO Dread Decimator DARK / Link Monster / ATK 2500 / Link-3 Links: All 3 Bottom Arrows (Warrior / Link / Effect) 2+ "HERO" monsters This card, also any "HERO" monsters it points to gain 100 ATK for each "HERO" monster with different names in your GY. If this card attacks a Defense Position monster, inflict piercing battle damage. (Ultra Rare) (from the Destiny HERO Deck in Legendary Hero Decks) |
Rating: 2 out of 5 The last effect gives it merit for a 2 out of 5. |
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Collection Vol. 6
(SC06-EN080) LANphorhynchus LIGHT / Link Monster / ATK 1200 / Link-2 Links: Bottom Corners (Cyberse / Link) 2 monsters (Common) (from Structure Deck: Powercode Link) |
Rating: 1 out of 5 This Deck legitimately thinks its a Starter Deck. |
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Collection Vol. 6
(SC06-EN079) Traffic Ghost DARK / Link Monster / ATK 1800 / Link-3 Links: All 3 Bottom Arrows (Cyberse / Link) 3 monsters (Common) (from Structure Deck: Powercode Link) |
Rating: 1 out of 5 A vanilla Link-3 weaker than Gaia Saber (#51), in a Structure Deck of all things. |
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Collection Vol. 6
(SC06-EN078) Powercode Talker FIRE / Link Monster / ATK 2300 / Link-3 Links: Left, Right and Bottom-Right (Cyberse / Link / Effect) 3 monsters Once per turn: You can target 1 face-up monster on the field; negate that target's effects until the end of this turn. Once per turn, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute 1 monster this card points to; this card's ATK becomes double its original ATK during that damage calculation only. (Ultra Rare) (from Structure Deck: Powercode Link) |
Rating: 2 out of 5 For being on the front of the box, there should be more potency than this. |
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Collection Vol. 6
(SC06-EN077) Packet Link TRAP / Normal Trap During Main Phase 2: Special Summon any number of Level 2 or lower monsters with different names from your hand, Deck, and/or GY to your zone(s) a Link Monster(s) points to. You can only activate 1 "Packet Link" per turn. (Common) (from Structure Deck: Powercode Link) |
Rating: 2 out of 5 I guess you can use this during the opponent's Main Phase 2, but that's going to mean little. |
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Collection Vol. 6
(SC06-EN076) Cynet Storm SPELL / Field Spell All linked monsters on the field gain 500 ATK/DEF. Link Summons of Link Monsters cannot be negated. Once per Chain, if you take 2000 or more battle or effect damage: You can shuffle the face-down cards in your Extra Deck, excavate the top card, and if it is a Cyberse Link Monster, Special Summon it. Otherwise, return it to the Extra Deck. (Common) (from Structure Deck: Powercode Link) |
Rating: 2 out of 5 Link Monsters get Summon protection, but it goes both ways and is the best effect here. |
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Collection Vol. 6
(SC06-EN075) Segmental Dragon LIGHT / Effect Monster / Level 7 / ATK 2600 / DEF 2400 (Cyberse / Effect) You can Normal Summon/Set this card without Tributing, but its original ATK/DEF becomes halved. Once per turn, if this Normal Summoned/Set card is on the field (Quick Effect): You can destroy this face-up card, and if you do, destroy all monsters in the Main Monster Zones with ATK less than or equal to the ATK this card had on the field. (Ultra Rare) (from Structure Deck: Powercode Link) |
Rating: 1 out of 5 Another retooled Fusilier Dragon. (#14) |
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Collection Vol. 6
(SC06-EN074) Storm Cipher DARK / Effect Monster / Level 4 / ATK 2400 / DEF 0 (Cyberse / Effect) Cannot attack directly, or attack monsters in the Extra Monster Zone. Unaffected by monster effects activated in the Extra Monster Zone. Cannot be destroyed by battle with monsters in the Extra Monster Zone. (Common) (from Structure Deck: Powercode Link) |
Rating: 2 out of 5 Much worse (#6) has been released in the past. |
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Collection Vol. 6
(SC06-EN073) Antialian EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 600 (Cyberse / Effect) Once per turn, if this card battled a monster this Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Normal Summon 1 Cyberse monster. If this face-up card you control leaves the field because of an opponent's card effect: Draw 1 card. (Common) (from Structure Deck: Powercode Link) |
Rating: 3 out of 5 Finally some actual strength for this Deck. The effects aren't bad either. |
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Collection Vol. 6
(SC06-EN072) Lady Debug LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1400 (Cyberse / Effect) If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Cyberse monster from your Deck to your hand. You can only use this effect of "Lady Debug" once per turn. (Super Rare) (from Structure Deck: Powercode Link) |
Rating: 1 out of 5 Could use some debugging to fix everything wrong with it. |
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Collection Vol. 6
(SC06-EN071) Flame Bufferlo FIRE / Effect Monster / Level 4 / ATK 1400 / DEF 200 (Cyberse / Effect) If this face-up card leaves the field: You can discard 1 Cyberse monster, and if you do, draw 2 cards. You can only use this effect of "Flame Bufferlo" once per turn. (Super Rare) (from Structure Deck: Powercode Link) |
Rating: 1 out of 5 There's more generic (#84) ways to use this effect. |
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Collection Vol. 6
(SC06-EN070) Sea Archiver WATER / Effect Monster / Level 3 / ATK 300 / DEF 2100 (Cyberse / Effect) If a monster is Normal or Special Summoned to a zone a Link Monster points to (except during the Damage Step): You can Special Summon this card from your GY (if it was there when the Summon resolved) or hand (even if not), but banish it when it leaves the field. You can only use this effect of "Sea Archiver" once per turn. (Super Rare) (from Structure Deck: Powercode Link) |
Rating: 2 out of 5 Setting it will allow you to revive it later at least. |
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Collection Vol. 6
(SC06-EN069) Garbage Collector WIND / Effect Monster / Level 2 / ATK 100 / DEF 1900 (Cyberse / Effect) You can target 1 other Cyberse monster you control that began the Duel in the Main Deck; return it to the hand, and if you do, Special Summon from your Deck 1 Cyberse monster with the same Level, but with a different name. You can only use this effect of "Garbage Collector" once per turn. (Common) (from Structure Deck: Powercode Link) |
Rating: 2 out of 5 Thankfully, it's not entirely garbage. |
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Collection Vol. 6
(SC06-EN068) Datacorn EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0 (Cyberse / Effect) If this card is Special Summoned: You can Special Summon 1 "Data Acorn Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). You can only use this effect of "Datacorn" once per turn. (Common) (from Structure Deck: Powercode Link) |
Rating: 2 out of 5 Effect triggers with the likes of Limit Reverse (#63), but Tokens can be gotten (#1) more easily elsewhere. |
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Collection Vol. 6
(SC06-EN067) Grinning Grave Virus TRAP / Normal Trap Tribute 1 DARK monster with 3000 or less ATK; your opponent destroys 1 card (of their choice) in their hand or Deck for every 500 ATK that monster had on the field. If you Tributed a monster with 2000 or more ATK to activate this card, look at all cards your opponent draws until the end of their 3rd turn after this card's activation, and destroy all monsters among them. Cards destroyed and sent to the GY by this card's effect cannot activate their own effects that same turn. (Super Rare) (from Structure Deck: Lair of Darkness) |
Rating: 2 out of 5 Losing such a strong monster at least means your opponent's effects are useless while applied. |
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Collection Vol. 6
(SC06-EN066) Lair of Darkness SPELL / Field Spell All face-up monsters on the field become DARK. Once per turn, if you would Tribute a monster you control to activate a card effect, you can Tribute 1 DARK monster your opponent controls, even though you do not control it. Once per turn, during the End Phase: Special Summon as many "Torment Tokens" (Fiend/DARK/Level 3/ATK 1000/ DEF 1000) as possible to the turn player's field in Defense Position, up to the number of monsters that were Tributed this turn while this card was face-up. (Super Rare) (from Structure Deck: Lair of Darkness) |
Rating: 2 out of 5 Could've been pretty potent, but most of the effects apply to both players. |
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Collection Vol. 6
(SC06-EN065) Duke Shade, the Sinister Shadow Lord DARK / Effect Monster / Level 4 / ATK 500 / DEF 2000 (Fiend / Effect) You can Tribute any number of DARK monsters; Special Summon this card from your hand, and if you do, it gains 500 ATK for each monster you Tributed. If this card is Normal or Special Summoned: You can target 1 Level 5 or higher DARK monster in your GY; add it to your hand. You can only use each effect of "Duke Shade, the Sinister Shadow Lord" once per turn. You cannot Special Summon monsters the turn you activate either of this card's effects, except DARK monsters. (Common) (from Structure Deck: Lair of Darkness) |
Rating: 2 out of 5 Tributing extra monsters isn't really worth the boost, but the DEF and other effect are okay. |
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Collection Vol. 6
(SC06-EN064) Ahrima, the Wicked Warden DARK / Effect Monster / Level 4 / ATK 1700 / DEF 0 (Fiend / Effect) You can discard this card; add 1 "Lair of Darkness" from your Deck to your hand. You can Tribute 1 DARK monster; draw 1 card, or if you Tributed a DARK monster other than this card to activate this effect, you can add 1 DARK monster with 2000 or more DEF from your Deck to your hand instead. You can only use this effect of "Ahrima, the Wicked Warden" once per turn. (Super Rare) (from Structure Deck: Lair of Darkness) |
Rating: 2 out of 5 Doesn't bode well for you with playing it or using its effects. |
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Collection Vol. 6
(SC06-EN063) Darkest Diabolos, Lord of the Lair DARK / Effect Monster / Level 8 / ATK 3000 / DEF 2000 (Dragon / Effect) Your opponent cannot Tribute this face-up card on the field, and cannot target it with card effects. You can only use each of these effects of "Darkest Diabolos, Lord of the Lair" once per turn. ● If a DARK monster(s) you control is Tributed (except during the Damage Step): You can Special Summon this card from the GY (if it was there when you Tributed) or hand (even if not). ● You can Tribute 1 DARK monster; your opponent places 1 card from their hand on either the top or bottom of their Deck. (Ultra Rare) (from Structure Deck: Lair of Darkness) |
Rating: 3 out of 5 It's also the best Diabolos (#61) we have. |
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Collection Vol. 6
(SC06-EN062) Rebirth of Parshath TRAP / Counter Trap When a Spell/Trap Card, or monster effect, is activated: Reveal 1 Counter Trap in your hand, then discard 1 card and pay 1000 LP; negate the activation, and if you do, shuffle that card into the Deck. Then, you can Special Summon 1 "Parshath" monster from your Deck or Extra Deck. (Super Rare) (from Structure Deck: Wave of Light) |
Rating: 1 out of 5 You're down more than most of the other Counter Traps (5DS1 #38) in the game. |
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Collection Vol. 6
(SC06-EN061) Power Angel Valkyria LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 1050 (Fairy / Effect) If you negate the activation of a Spell/Trap Card, or monster effect: Add 1 LIGHT Fairy monster from your Deck to your hand. You can only use this effect of "Power Angel Valkyria" once per turn. (Super Rare) (from Structure Deck: Wave of Light) |
Rating: 3 out of 5 Looks like Dunames Dark Witch (#4) has gotten a decent upgrade. |
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Collection Vol. 6
(SC06-EN060) Minerva, Scholar of the Sky LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 400 (Fairy / Effect) Each time a Counter Trap Card is activated, this card gains 500 ATK immediately after it resolves, also, if "The Sanctuary in the Sky" is on the field, add 1 Counter Trap with a different name from that activated card from your GY to your hand. (Common) (from Structure Deck: Wave of Light) |
Rating: 2 out of 5 All 500 ATK boosts it gets stay with it while it's face-up, but the best one (#8) remains Forbidden. |
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(SC06-EN059) Sacred Arch-Airknight Parshath LIGHT / Effect Monster / Level 9 / ATK 2800 / DEF 2300 (Fairy / Effect) If you activate a Counter Trap Card, OR if you negate the activation of a Spell/Trap Card, or monster effect (except during the Damage Step): You can banish 2 other Fairy monsters from your hand, field and/or GY; Special Summon this card from the GY (if it was there when you activated/negated) or hand (even if not). If this card attacks a Defense Position monster, inflict piercing battle damage. When this card inflicts battle damage to your opponent: You can add 1 "Parshath" card or 1 Counter Trap from your Deck to your hand. (Ultra Rare) (from Structure Deck: Wave of Light) |
Rating: 2 out of 5 Avenging Knight (#0) is still the best Parshath monster to date. |
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(SC06-EN058) Eva LIGHT / Effect Monster / Level 1 / ATK 500 / DEF 200 (Fairy / Effect) If this card is sent to the GY: You can banish up to 2 other LIGHT Fairy monsters from your field and/or GY; add from your Deck to your hand, Level 2 or lower LIGHT Fairy monsters with different names, except "Eva", equal to the number of monsters banished this way. You can only use this effect of "Eva" once per turn. (Ultra Rare) (from Structure Deck: Wave of Light) |
Rating: 1 out of 5 The best it can get is Arcana Force 0 (#8), which isn't worth losing anything for. |
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(SC06-EN057) Dual Assembwurm DARK / Effect Monster / Level 8 / ATK 2800 / DEF 1000 (Cyberse / Effect) If this card is in your hand or GY: You can banish 2 other Cyberse monsters from your hand and/or face-up from your field; Special Summon this card, but its ATK becomes halved. You can only use this effect of "Dual Assembwurm" once per turn. Once per turn: You can banish 1 card from your hand; banish 1 monster on the field with ATK less than or equal to this card's. (Super Rare) (from Structure Deck: Cyberse Link) |
Rating: 1 out of 5 Fusilier Dragon (#14) at least doesn't cost any monsters to bring it out by its effect. |
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(SC06-EN056) Boot Staggered LIGHT / Effect Monster / Level 5 / ATK 2300 / DEF 500 (Cyberse / Effect) When a Cyberse monster is Normal Summoned to your field: You can Special Summon this card from your hand. You can only use this effect of "Boot Staggered" once per turn. When this card inflicts battle damage to your opponent: You can Special Summon 1 "Stag Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0). (Common) (from Structure Deck: Cyberse Link) |
Rating: 2 out of 5 Can bring out Wizard (#1) to join it, but all it does thereafter is Special Summon a Token. |
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(SC06-EN055) ROM Cloudia DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0 (Cyberse / Effect) When this card is Normal Summoned: You can target 1 Cyberse monster in your GY, except "ROM Cloudia"; add it to your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower Cyberse monster from your Deck, except "ROM Cloudia". (Common) (from Structure Deck: Cyberse Link) |
Rating: 2 out of 5 So close to being decent, but it comes up a little short. |
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(SC06-EN054) Backlinker DARK / Effect Monster / Level 3 / ATK 1600 / DEF 0 (Cyberse / Effect) If only your opponent controls a monster in the Extra Monster Zone, you can Special Summon this card (from your hand). You can Tribute this card; shuffle all monsters from the Extra Monster Zones into the Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn. (Common) (from Structure Deck: Cyberse Link) |
Rating: 2 out of 5 Doesn't hit much, but it might be useful at times. |
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(SC06-EN053) Cliant LIGHT / Effect Monster / Level 3 / ATK 1500 / DEF 1500 (Cyberse / Effect) While this Normal Summoned/Set card is face-up on the field, all Cyberse monsters you control gain 500 ATK/DEF during your turn only. If this card on the field would be destroyed by battle or card effect, you can destroy 1 Cyberse monster in your hand or face-up on your field instead. (Common) (from Structure Deck: Cyberse Link) |
Rating: 2 out of 5 Mist Body (#36) can do much more than this without costing you anything. |
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(SC06-EN052) Digitron LIGHT / Normal Monster / Level 2 / ATK 1500 / DEF 0 (Cyberse / Normal) A subspecies found in electronic space. There's little information on it. (Common) (from Structure Deck: Cyberse Link) |
Rating: 1 out of 5 I think you'll more likely find it in the trash. |
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(SC06-EN051) Odd-Eyes Arc Pendulum Dragon DARK / Pendulum Monster / Level 7 / ATK 2700 / DEF 2000 / Scale 8 and Scale 8 Pendulum Text If an "Odd-Eyes" card(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Odd-Eyes" monster from your hand, Deck, or GY. You can only use this effect of "Odd-Eyes Arc Pendulum Dragon" once per turn. |
(Dragon / Pendulum / Normal) Made from miracles, this valiant and beautiful dragon has gleaming eyes that reflect an arc drawn in the sky. (Ultra Rare) (from the Dimensional Dragons Deck in Legendary Dragon Decks) |
Rating: 2 out of 5 The high Pendulum Scale is about all this is good for. |
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(SC06-EN050) Survival's End TRAP / Normal Trap Destroy as many Normal Monsters on the field as possible, and if you do, Special Summon Level 4 or lower Dinosaur-Type monsters from your Deck, up to the number destroyed, but destroy them during the End Phase. You can banish this card from your Graveyard, then target 1 Dinosaur-Type monster you control and 1 card your opponent controls; destroy them. (Super Rare) (from the Dinosmasher's Fury Structure Deck) |
Rating: 1 out of 5 At least WATER Decks have a version (#46) of this that doesn't destroy the new monsters later. |
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(SC06-EN049) Ultimate Tyranno EARTH / Effect Monster / Level 8 / ATK 3000 / DEF 2200 (Dinosaur / Effect) This card can attack all monsters your opponent controls, once each. During your Battle Phase, if you control an "Ultimate Tyranno" that can attack, monsters other than "Ultimate Tyranno" cannot attack. Common) (from the Dinosmasher's Fury Structure Deck) |
Rating: 2 out of 5 Goodbye infinite loop, and hello reduced uses, even if it attacks normally. |
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(SC06-EN048) Megalosmasher X WATER / Normal Monster / Level 4 / ATK 2000 / DEF 0 (Dinosaur / Normal) With its sound-baffling armor and gargantuan jaws, this primeval predator's phosphorescence was the only possible pardon for its primitive prey. Common) (from the Dinosmasher's Fury Structure Deck) |
Rating: 3 out of 5 A vanilla Dinosaur that's a cut above most others. (SD09 #2) |
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(SC06-EN047) Ancient Gear Fortress SPELL / Continuous Spell During the turn they were Normal or Special Summoned, your opponent cannot target "Ancient Gear" monsters you control with card effects, and they cannot be destroyed by your opponent's card effects. Your opponent cannot activate cards or effects in response to the activation of "Ancient Gear" cards and effects. If this card is destroyed in the Spell & Trap Zone: You can Special Summon 1 "Ancient Gear" monster from your hand or Graveyard, also you cannot Special Summon monsters for the rest of this turn, except "Ancient Gear" monsters. Common) (from the Machine Reactor Structure Deck) |
Rating: 2 out of 5 Gadjiltron Dragon (SD10 #1) and Gear Golem really are the best to be supported by this. |
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(SC06-EN046) Ancient Gear Catapult SPELL / Normal Spell While you control no monsters: Target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions. You can banish this card from your Graveyard, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Ancient Gear Token" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0). You can only use 1 "Ancient Gear Catapult" effect per turn, and only once that turn. (Super Rare) (from the Machine Reactor Structure Deck) |
Rating: 2 out of 5 The strongest ones (SD10 #12) can be brought out, but both effects cost you a card for any benefit. |
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(SC06-EN045) Ancient Gear Wyvern EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1200 (Machine / Effect) If this card is Normal or Special Summoned: You can add 1 "Ancient Gear" card from your Deck to your hand, except "Ancient Gear Wyvern", also you cannot Set cards for the rest of this turn. You can only use this effect of "Ancient Gear Wyvern" once per turn. If this card attacks, your opponent's monsters cannot activate their effects until the end of the Damage Step. (Super Rare) (from the Machine Reactor Structure Deck) |
Rating: 1 out of 5 Reveals your strategy further and blocks you from Setting that turn, not to mention isn't very strong. |
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(SC06-EN044) Ancient Gear Hydra EARTH / Effect Monster / Level 7 / ATK 2700 / DEF 1700 (Machine / Effect) At the end of the Damage Step, when this card that was Tribute Summoned by Tributing an "Ancient Gear" monster battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster. If this card was Tribute Summoned by Tributing a "Gadget" monster, it can attack all monsters your opponent controls, once each. If an "Ancient Gear" monster you control attacks, your opponent's Spell/Trap Cards and monster effects cannot be activated until the end of the Damage Step. (Super Rare) (from the Machine Reactor Structure Deck) |
Rating: 2 out of 5 Pretty much a Normal Monster if not Tribute Summoned with a specific monster. |
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(SC06-EN043) Ancient Gear Reactor Dragon EARTH / Effect Monster / Level 9 / ATK 3000 / DEF 3000 (Machine / Effect) If this card that was Tribute Summoned by Tributing an "Ancient Gear" monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card was Tribute Summoned by Tributing a "Gadget" monster, it can make a second attack during each Battle Phase. If this card attacks, your opponent's Spell/Trap Cards and monster effects cannot be activated until the end of the Damage Step. At the end of the Damage Step, if this card attacked: You can destroy 1 Spell/Trap Card on the field. (Ultra Rare) (from the Machine Reactor Structure Deck) |
Rating: 3 out of 5 Works like the original (SD10 #1), making it at least ideal for use. |
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(SC06-EN042) Ancient Gear Gadget EARTH / Effect Monster / Level 4 / ATK 500 / DEF 2000 (Machine / Effect) If this card is Normal or Special Summoned: You can declare 1 card type (Monster, Spell, or Trap); this turn, if a monster you control attacks, your opponent's Spell Cards, Trap Cards, or monster effects (whichever was declared) cannot be activated until the end of the Damage Step. Once per turn: You can declare 1 "Gadget" monster's card name; until the End Phase, this card's name becomes that name. (Ultra Rare) (from the Machine Reactor Structure Deck) |
Rating: 2 out of 5 Useful for defending, but not really for the effects. |
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(SC06-EN041) D/D/D Cursed King Siegfried DARK / Synchro Monster / Level 8 / ATK 2800 / DEF 2200 (Fiend / Synchro / Effect) 1 Tuner + 1 or more non-Tuner "D/D" monsters During either player's turn: You can target 1 face-up Spell/Trap Card on the field; that target has its effects negated, until the next Standby Phase. You can only use this effect of "D/D/D Cursed King Siegfried" once per turn. If this card is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP for each "Dark Contract" card you control. (Super Rare) (from the Pendulum Domination Structure Deck) |
Rating: 1 out of 5 Mask of Dispel (#220) now supports Dark Contracts (#95) apparently and lasts a single turn. |
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(SC06-EN040) D/D/D Dragonbane King Beowulf DARK / Fusion Monster / Level 8 / ATK 3000 / DEF 2500 (Fiend / Fusion / Effect) 1 "D/D/D" monster + 1 "D/D" monster If a "D/D" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, during your Standby Phase: You can destroy all cards in the Spell & Trap Zones. (Super Rare) (from the Pendulum Domination Structure Deck) |
Rating: 2 out of 5 Too bad it requires some of the worst Fusion Materials in the game because the effects are decent. |
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(SC06-EN039) D/D Recruits TRAP / Normal Trap If your opponent controls more monsters than you do: Target any number of "D/D" monsters and/or "Dark Contract" cards in your Graveyard up to the difference; add those cards to your hand. You can only activate 1 "D/D Recruits" per turn. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 1 out of 5 Recruit a better strategy instead. |
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(SC06-EN038) D/D Reroll TRAP / Continuous Trap "Dark Contract" cards you control cannot be destroyed by your opponent's card effects. You can banish this card from your Graveyard, then target up to 3 of your other banished "D/D" cards; shuffle them into the Deck. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 1 out of 5 This is the exact opposite of what you should do with Dark Contracts on your field. |
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(SC06-EN037) Dark Contract with the Yamimakai SPELL / Continuous Spell Once per turn, during your Standby Phase: Take 1000 damage. You can only use 1 of the following effects of "Dark Contract with the Yamimakai" per turn, and only once that turn. ● During your Main Phase: You can target 1 "D/D" Pendulum Monster in your Graveyard; place it in your Pendulum Zone. ● During your Main Phase: You can place 1 face-up "D/D" Pendulum Monster from your Extra Deck in your Pendulum Zone. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 1 out of 5 They all make you pay, one way or another. |
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(SC06-EN036) D/D Proud Chevalier DARK / Pendulum Monster / Level 5 / ATK 2000 / DEF 700 / Scale 6 and Scale 6 Pendulum Text Once per turn: You can pay 500 LP, then target 1 face-up monster your opponent controls; it loses 500 ATK (even if this card leaves the field). Unless you have a "D/D" card in your other Pendulum Zone, this card's Pendulum Scale becomes 5. |
(Fiend / Pendulum / Effect) When this card is Normal Summoned: You can add 1 face-up DARK Pendulum Monster from your Extra Deck to your hand. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 1 out of 5 I can proudly say this is worth disposing. |
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(SC06-EN035) D/D Proud Ogre DARK / Pendulum Monster / Level 6 / ATK 2300 / DEF 1500 / Scale 8 and Scale 8 Pendulum Text Once per turn: You can pay 500 LP, then target 1 "D/D" monster you control; it gains 500 ATK (even if this card leaves the field). Unless you have a "D/D" card in your other Pendulum Zone, this card's Pendulum Scale becomes 5. |
(Fiend / Pendulum / Effect) When this card is Normal Summoned: You can Special Summon 1 face-up DARK Pendulum Monster from your Extra Deck, but it has its effects negated, also you cannot Special Summon monsters for the rest of this turn, except "D/D" monsters. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 1 out of 5 Copying Timegazer Magician's Pendulum Text ensured a 1/5. |
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(SC06-EN034) D/D/D Supreme King Kaiser DARK / Effect Monster / Level 7 / ATK 2800 / DEF 2100 (Fiend / Effect) If this card is Pendulum Summoned: All face-up cards your opponent currently controls have their effects negated, until the end of this turn. Once per turn, during your Main Phase, if this card was Pendulum Summoned this turn: You can target up to 2 cards in your Spell & Trap Zones; destroy them, and if you do, for each card destroyed, this card gains 1 additional attack during each Battle Phase this turn. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 2 out of 5 Won't do anything unless 1 Pendulum Scale is 8 or more, but the effect helps when you do though. |
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(SC06-EN033) D/D Nighthowl DARK / Effect Monster / Level 3 / ATK 300 / DEF 600 (Fiend / Tuner / Effect) When this card is Normal Summoned: You can target 1 "D/D" monster in your Graveyard; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Fiend-Type monsters. That monster's ATK and DEF become 0. If it is destroyed, you take 1000 damage. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 2 out of 5 The effect spells out why it's a bad idea to use, but this is also a Tuner. |
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(SC06-EN032) D/D Lilith DARK / Effect Monster / Level 4 / ATK 100 / DEF 2100 (Fiend / Effect) If this card is Normal or Special Summoned: You can activate 1 of these effects. You can only use this effect of "D/D Lilith" once per turn. ● Target 1 "D/D" monster in your Graveyard; add it to your hand. ● Add 1 face-up "D/D" Pendulum Monster from your Extra Deck to your hand. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 2 out of 5 Setting it would probably be best here to use that 2100 DEF. |
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(SC06-EN031) D/D Cerberus DARK / Pendulum Monster / Level 4 / ATK 1800 / DEF 600 / Scale 8 and Scale 8 Pendulum Text Once per turn: You can target 1 "D/D" monster you control; change its Level to 4, and if you do, it gains 400 ATK and DEF (even if this card leaves the field). |
(Fiend / Pendulum / Effect) When this card is Pendulum Summoned from the hand, while you control a "D/D" monster other than "D/D Cerberus": You can target 1 Continuous Spell Card in your Graveyard; add it to your hand. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 3 out of 5 High Scale and ATK make this worthwhile. |
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(SC06-EN030) D/D/D Doom King Armageddon DARK / Pendulum Monster / Level 8 / ATK 3000 / DEF 1000 / Scale 4 and Scale 4 Pendulum Text Once per turn: You can target 1 "D/D" monster you control; it gains 800 ATK until the end of this turn (even if this card leaves the field). |
(Fiend / Pendulum / Effect) Once per turn, if a monster(s) you control is destroyed by battle or by card effect: You can target 1 of those monsters; this card gains ATK equal to that monster's original ATK until the end of this turn. This card cannot attack your opponent directly during the turn this effect is activated. Cannot be destroyed by Spell/Trap effects that do not target this card. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 4 out of 5 A 4-star rating for a D/D or D/D/D monster because it is more generic and strong. |
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(SC06-EN029) D/D Orthros DARK / Pendulum Monster / Level 4 / ATK 600 / DEF 1800 / Scale 3 and Scale 3 Pendulum Text Once per turn: You can target 1 Spell/Trap Card on the field and 1 other "D/D" or "Dark Contract" card you control; destroy them. |
(Fiend / Pendulum / Tuner / Effect) When you take battle or effect damage: You can Special Summon this card from your hand. If this card is Special Summoned to your field, you cannot Special Summon monsters for the rest of this turn, except Fiend-Type monsters. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 2 out of 5 Hurts its own uses as a Monster Card, but still works for its Pendulum Scale. |
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(SC06-EN028) D/D Savant Newton DARK / Pendulum Monster / Level 7 / ATK 0 / DEF 0 / Scale 10 and Scale 10 Pendulum Text You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once, while this card is in your Pendulum Zone, you can negate an activated Trap effect that would inflict damage to you, then destroy this card. |
(Fiend / Pendulum / Effect) You can discard this card, then target 1 "D/D" or "Dark Contract" card in your Graveyard, except "D/D Savant Newton"; add it to your hand. You can only use this effect of "D/D Savant Newton" once per turn. (Common) (from the Pendulum Domination Structure Deck) |
Rating: 1 out of 5 The Scale tops the highest Qliphort (#24) monsters, but even they have at least mediocre Pendulums. |
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(SC06-EN027) D/D/D Chaos King Apocalypse DARK / Pendulum Monster / Level 7 / ATK 2700 / DEF 2000 / Scale 4 and Scale 4 Pendulum Text You can banish 2 "D/D" monsters from your Graveyard; Special Summon this card from your Pendulum Zone. |
(Fiend / Pendulum / Effect) During your opponent's turn, if this card is in your hand or Graveyard: You can target 2 face-up Spell/Trap Cards you control; you cannot Special Summon monsters for the rest of this turn, except Fiend-Type monsters, also destroy the targeted cards, and if you do, Special Summon this card (this is a Quick Effect). You can only use this effect of "D/D/D Chaos King Apocalypse" once per turn. (Ultra Rare) (from the Pendulum Domination Structure Deck) |
Rating: 1 out of 5 A pretty poor start to any Structure Deck. |
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(SC06-EN027) ABC-Dragon Buster LIGHT / Fusion Monster / Level 8 / ATK 3000 / DEF 2800 (Machine / Fusion / Effect) "A-Assault Core" + "B-Buster Drake" + "C-Crush Wyvern" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your Graveyard. (You do not use "Polymerization".) Once per turn, during either player's turn: You can discard 1 card, then target 1 card on the field; banish it. During your opponent's turn: You can Tribute this card, then target 3 of your banished LIGHT Machine-Type Union monsters with different names; Special Summon them (this is a Quick Effect). (Ultra Rare) (from the Seto Kaiba Structure Deck) |
Rating: 2 out of 5 We're back in kindergarten to relearn our ABCs, but little improvement has been done the 2nd time. |
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(SC06-EN026) A-to-Z-Dragon Buster Cannon LIGHT / Fusion Monster / Level 10 / ATK 4000 / DEF 4000 (Machine / Fusion / Effect) "ABC-Dragon Buster" + "XYZ-Dragon Cannon" Must be Special Summoned (from your Extra Deck) by banishing cards you control with the above original names, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) During either player's turn, when your opponent activates a Spell/Trap Card, or monster effect: You can discard 1 card; negate the activation, and if you do, destroy that card. During either player's turn: You can banish this card, then target 1 each of your banished "ABC-Dragon Buster", and "XYZ-Dragon Cannon"; Special Summon them. (Ultra Rare) (from the Seto Kaiba Structure Deck) |
Rating: 2 out of 5 The variant of Dragon Catapult Cannon, but it's actually a bit better by comparison. |
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(SC06-EN025) Union Scramble TRAP / Normal Trap Target up to 3 of your banished LIGHT Machine-Type Normal Monsters and/or LIGHT Machine-Type Union monsters; Special Summon them. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished LIGHT Machine-Type Normal Monsters or LIGHT Machine-Type Union monsters; return it to the hand. You can only activate 1 "Union Scramble" per turn. (Common) (from the Seto Kaiba Structure Deck) |
Rating: 2 out of 5 Instant access to perhaps most of the requirements needed for A-to-Z, but good luck getting that far. |
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(SC06-EN025) Majesty with Eyes of Blue SPELL / Quick-Play Spell Send 1 "Blue-Eyes" monster from your hand or Deck to the Graveyard, then target 1 face-up monster on the field; it cannot attack while it is face-up on the field. You can only activate 1 "Majesty with Eyes of Blue" per turn. (Common) (from the Seto Kaiba Structure Deck) |
Rating: 1 out of 5 What a waste of any card in your hand. Shadow Spell (#41) can do better. |
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(SC06-EN024) Heavy Mech Support Armor LIGHT / Effect Monster / Level 3 / ATK 500 / DEF 500 (Machine / Union / Effect) If this card is Normal Summoned: You can target 1 Union monster in your Graveyard; Special Summon it. Once per turn, you can either: Target 1 Machine-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. Your opponent cannot target a monster equipped with this card with card effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. (Common) (from the Seto Kaiba Structure Deck) |
Rating: 2 out of 5 A bit better than the original (#11), but little potential is left as Union monsters (#8) are so lackluster. |
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(SC06-EN023) C-Crush Wyvern LIGHT / Effect Monster / Level 4 / ATK 1200 / DEF 2000 (Machine / Union / Effect) Once per turn, you can either: Target 1 LIGHT Machine-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's Trap effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the Graveyard: You can Special Summon 1 Union monster from your hand. (Super Rare) (from the Seto Kaiba Structure Deck) |
Rating: 2 out of 5 Grading these guys would certainly be a "C" at best. |
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(SC06-EN022) B-Buster Drake LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1800 (Machine / Union / Effect) Once per turn, you can either: Target 1 LIGHT Machine-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's Spell effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the Graveyard: You can add 1 Union monster from your Deck to your hand. (Super Rare) (from the Seto Kaiba Structure Deck) |
Rating: 2 out of 5 They've traded extra ATK for moderate protection, which helps, along with this card's DEF. |
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(SC06-EN021) A-Assault Core LIGHT / Effect Monster / Level 4 / ATK 1900 / DEF 200 (Machine / Union / Effect) Once per turn, you can either: Target 1 LIGHT Machine-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's monster effects (except its own), also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the Graveyard: You can add 1 other Union monster from your Graveyard to your hand. (Super Rare) (from the Seto Kaiba Structure Deck) |
Rating: 3 out of 5 The best Union monster (#5) to date, and it took quite a few years to achieve this. |
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(SC06-EN020) Imperion Magnum the Superconductive Battlebot EARTH / Fusion Monster / Level 10 / ATK 4000 / DEF 4000 (Rock / Fusion / Effect) "Valkyrion the Magna Warrior" + "Berserkion the Electromagna Warrior" Must be Fusion Summoned with the above Fusion Materials and cannot be Special Summoned by other ways. Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card, or monster effect: You can negate the activation, and if you do, destroy that card. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 1 "Valkyrion the Magna Warrior" and 1 "Berserkion the Electromagna Warrior" from your hand and/or Deck, ignoring their Summoning conditions. (Ultra Rare) (from the Yugi Muto Structure Deck) |
Rating: 2 out of 5 Pretty powerful, but it can't be Special Summoned other ways and requires mediocre Fusion Materials. |
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(SC06-EN019) Magnet Conversion TRAP / Normal Trap Target up to 3 Level 4 or lower "Magnet Warrior" monsters in your Graveyard; add them to your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished Level 4 or lower "Magnet Warrior" monsters; Special Summon it. (Common) (from the Yugi Muto Structure Deck) |
Rating: 2 out of 5 6 are available so far, which really doesn't leave a lot of combinations. Half are also Normal Monsters. |
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(SC06-EN018) Dark Magic Inheritance SPELL / Quick-Play Spell Banish 2 Spell Cards from your Graveyard; add 1 Spell/Trap Card from your Deck to your hand, that specifically lists the card "Dark Magician" or "Dark Magician Girl" in its text, except "Dark Magic Inheritance". You can only activate 1 "Dark Magic Inheritance" per turn. (Common) (from the Yugi Muto Structure Deck) |
Rating: 1 out of 5 More of a hand-me-down. (#83) |
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(SC06-EN017) Magnetic Field SPELL / Field Spell If you control a Level 4 or lower EARTH Rock-Type monster: You can target 1 Level 4 or lower "Magnet Warrior" monster in your Graveyard; Special Summon it. You can only use this effect of "Magnetic Field" once per turn. Once per turn, at the end of the Damage Step, when an EARTH Rock-Type monster you control battled an opponent's monster, but the opponent's monster was not destroyed by the battle: You can return that opponent's monster to the hand. (Common) (from the Yugi Muto Structure Deck) |
Rating: 1 out of 5 Much weaker than the Earth's actual one. |
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(SC06-EN016) Berserkion The Electromagna Warrior EARTH / Effect Monster / Level 8 / ATK 3000 / DEF 2800 (Rock / Effect) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Alpha The Electromagnet Warrior", "Beta The Electromagnet Warrior", and "Gamma The Electromagnet Warrior" from your hand, Graveyard, and/or face-up from your Monster Zone. You can banish 1 Level 4 or lower "Magnet Warrior" monster from your Graveyard, then target 1 card your opponent controls; destroy it. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 each of your banished "Alpha The Electromagnet Warrior", "Beta The Electromagnet Warrior", and "Gamma The Electromagnet Warrior"; Special Summon them. (Ultra Rare) (from the Yugi Muto Structure Deck) |
Rating: 1 out of 5 The originals got updated, but it's hardly enough to use this. |
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(SC06-EN015) Gamma The Electromagnet Warrior EARTH / Effect Monster / Level 3 / ATK 800 / DEF 2000 (Rock / Effect) If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "Magnet Warrior" monster from your hand, except "Gamma The Electromagnet Warrior". You can only use this effect of "Gamma The Electromagnet Warrior" once per turn. During your opponent's turn: You can Tribute this card; Special Summon 1 Level 4 "Magnet Warrior" monster from your Deck (this is a Quick Effect). (Super Rare) (from the Yugi Muto Structure Deck) |
Rating: 2 out of 5 Higher DEF than any Magnet Warriors before them (#16), but the effect is mediocre. |
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(SC06-EN014) Beta The Electromagnet Warrior EARTH / Effect Monster / Level 3 / ATK 1500 / DEF 1500 (Rock / Effect) If this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Magnet Warrior" monster from your Deck to your hand, except "Beta The Electromagnet Warrior". You can only use this effect of "Beta The Electromagnet Warrior" once per turn. During your opponent's turn: You can Tribute this card; Special Summon 1 Level 4 "Magnet Warrior" monster from your Deck (this is a Quick Effect). (Super Rare) (from the Yugi Muto Structure Deck) |
Rating: 2 out of 5 Not exactly Beta than the original. In fact, it's actually weaker. |
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(SC06-EN013) Alpha The Electromagnet Warrior EARTH / Effect Monster / Level 3 / ATK 1700 / DEF 1100 (Rock / Effect) If this card is Normal or Special Summoned: You can add 1 Level 8 "Magna Warrior" monster from your Deck to your hand. You can only use this effect of "Alpha The Electromagnet Warrior" once per turn. During your opponent's turn: You can Tribute this card; Special Summon 1 Level 4 "Magnet Warrior" monster from your Deck (this is a Quick Effect). (Super Rare) (from the Yugi Muto Structure Deck) |
Rating: 1 out of 5 As strong as they come, but it either gets one of the two Magna Warriors or another weaker member. |
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(SC06-EN012) Return of the Dragon Lords SPELL / Normal Spell Target 1 Level 7 or 8 Dragon-Type monster in your Graveyard; Special Summon it. If a Dragon-Type monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead. (Super Rare) (from the Rise of the True Dragons Structure Deck) |
Rating: 2 out of 5 Pretty specific, but with Monster Reborn (#35) forbidden, it can help fill the gap. |
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Collection Vol. 6
(SC06-EN011) Ruins of the Divine Dragon Lords SPELL / Continuous Spell If a monster(s) is Special Summoned, except from the Graveyard, while you control a Level 7 or 8 Dragon-Type monster: That face-up Special Summoned monster(s) has its effects negated until the end of this turn (even if this card leaves the field). Once per turn: You can send 1 other face-up card you control to the Graveyard; Special Summon 1 "Dragon Lord Token" (Dragon-Type/LIGHT/Level 1/ATK 0/DEF 0). If this card is in your Graveyard: You can send 1 Level 7 or 8 Dragon-Type monster from your hand or face-up from your field to the Graveyard; add this card to your hand. (Super Rare) (from the Rise of the True Dragons Structure Deck) |
Rating: 1 out of 5 Quite a bit of work just to negate 1 monster's effect and the other effect is costlier to get Tokens. (#9) |
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Collection Vol. 6
(SC06-EN010) Guardian of Felgrand LIGHT / Effect Monster / Level 4 / ATK 500 / DEF 500 (Warrior / Effect) If this card is Normal or Special Summoned: You can equip 1 Level 7 or 8 Dragon-Type monster from your hand or Graveyard to this card. This card gains ATK and DEF equal to half the ATK and DEF of the monster equipped to it by this effect. You can Tribute 1 monster and this card, then target 1 Level 7 or 8 Dragon-Type monster in your Graveyard; Special Summon it. (Common) (from the Rise of the True Dragons Structure Deck) |
Rating: 1 out of 5 Are we back to Cyberdarks? (#7) |
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Collection Vol. 6
(SC06-EN009) Paladin of Felgrand LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 300 (Warrior / Effect) If this card is Normal or Special Summoned: You can equip 1 Level 7 or 8 Dragon-Type monster from your hand or Deck to this card. This card is unaffected by other monsters' effects, while equipped with an Equip Card. You can Tribute 1 monster and this card, then target 1 Level 7 or 8 Dragon-Type monster in your Graveyard; Special Summon it. (Common) (from the Rise of the True Dragons Structure Deck) |
Rating: 1 out of 5 You already have Darkness Metal (DUSA #68) in this Deck so you don't need a weak substitute. |
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Collection Vol. 6
(SC06-EN008) Dragon Knight of Creation LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 600 (Dragon / Effect) Increase this card's Level by 4 during your opponent's turn only. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can send 1 Level 7 or 8 Dragon-Type monster from your Deck to the Graveyard. You can send 1 card from your hand to the Graveyard, then target 1 Level 7 or 8 Dragon-Type monster in your Graveyard; send this card to the Graveyard, and if you do, Special Summon that monster. You can only use this effect of "Dragon Knight of Creation" once per turn. (Super Rare) (from the Rise of the True Dragons Structure Deck) |
Rating: 3 out of 5 Herald of Creation (SDRL #3) is back, and about as useful. |
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Collection Vol. 6
(SC06-EN007) Divine Dragon Lord Felgrand LIGHT / Effect Monster / Level 8 / ATK 2800 / DEF 2800 (Dragon / Effect) If this card is Special Summoned from the Graveyard: You can target 1 monster your opponent controls or in their Graveyard; banish it, and if you do, this card gains ATK and DEF equal to the banished monster's original Level/Rank x 100. If this card destroys an opponent's monster by battle: You can target 1 Level 7 or 8 Dragon-Type monster in the Graveyard, except "Divine Dragon Lord Felgrand"; Special Summon it to your field. (Ultra Rare) (from the Rise of the True Dragons Structure Deck) |
Rating: 3 out of 5 The last effect makes it all worth it, and this is quite a bit better than the original Deck boss. (SDRL #1) |
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Collection Vol. 6
(SC06-EN006) The Prime Monarch TRAP / Continuous Trap Once per turn: You can target 2 "Monarch" Spell/Trap Crards in your Graveyard; shuffle them into the Deck, then draw 1 card. If this card is in your Graveyard: You can banish 1 other "Monarch" Spell/Trap Card from your Graveyard; Special Summon this card in Defense Position as a Normal Monster (Fairy-Type/LIGHT/Level 5/ATK 1000/DEF 2400). (This card is NOT treated as a Trap Card.) You can only use this effect of "The Prime Monarch" once per turn. (Common) (from the Emperor of Darkness Structure Deck) |
Rating: 1 out of 5 The true Prime Monarch would probably be either Zaborg or Mobius. (#6) |
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Collection Vol. 6
(SC06-EN005) Panthesism of the Monarchs SPELL / Normal Spell Send 1 "Monarch" Spell/Trap Card from your hand to the Graveyard; draw 2 cards. You can banish this card from your Graveyard; reveal 3 "Monarch" Spell/Trap Cards from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. You can only use this effect of "Pantheism of the Monarchs" once per turn. (Super Rare) (from the Emperor of Darkness Structure Deck) |
Rating: 2 out of 5 You may not actually lose anything if you use both effects during the same turn. |
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Collection Vol. 6
(SC06-EN004) Garum the Storm Vassal WIND / Effect Monster / Level 3 / ATK 800 / DEF 1000 (Winged Beast / Effect) You can return 1 Tribute Summoned monster you control to the hand; 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 add 1 monster with 800 ATK and 1000 DEF from your Deck to your hand, except "Garum the Storm Vassal". You can only use each effect of "Garum the Storm Vassal" once per turn. (Common) (from the Emperor of Darkness Structure Deck) |
Rating: 1 out of 5 The Monarch (#9) becomes more predictable and you'll have to likely Tribute Summon it again later. |
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Collection Vol. 6
(SC06-EN003) Berlineth the Firestorm Vassal FIRE / Effect Monster / Level 3 / ATK 800 / DEF 1000 (Pyro / Effect) You can discard 1 card; 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 your opponent's hand and banish 1 card from their hand until the End Phase. You can only use each effect of "Berlineth the Firestorm Vassal" once per turn. (Common) (from the Emperor of Darkness Structure Deck) |
Rating: 1 out of 5 Neither effect is really beneficial when we have other ways to bring out better monsters or Tokens. (#1) |
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Collection Vol. 6
(SC06-EN002) Landrobe the Rock Vassal EARTH / Effect Monster / Level 4 / ATK 800 / DEF 1000 (Rock / Effect) If this card is in your hand: You can target 1 face-up monster your opponent controls; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, also Special Summon this card, and if you do, change that monster to face-down Defense Position. If this card is Tributed for a Tribute Summon: You can target 1 monster with 800 ATK and 1000 DEF in your Graveyard, except "Landrobe the Rock Vassal"; add it to your hand. You can only use each effect of "Landrobe the Rock Vassal" once per turn. (Common) (from the Emperor of Darkness Structure Deck) |
Rating: 1 out of 5 A pebble better off in a pond. |
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Collection Vol. 6
(SC06-EN001) Mithra the Thunder Vassal LIGHT / Effect Monster / Level 2 / ATK 800 / DEF 1000 (Thunder / Effect) If this card is in your hand: You can activate this effect; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, also Special Summon this card, and if you do, Special Summon 1 "Vassal Token" (Thunder-Type/LIGHT/Level 1/ATK 800/ DEF 1000) to your opponent's side of the field in Defense Position. If this card is Tributed for a Tribute Summon: You can activate this effect; you can Tribute Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) You can only use each effect of "Mithra the Thunder Vassal" once per turn. (Common) (from the Emperor of Darkness Structure Deck) |
Rating: 2 out of 5 Probably the only vassal that is worth using at all. |