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Champion Pack: Game Six (CP06-EN) Card Ratings
1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Champion_Pack:_Game_Six_(TCG-EN-UE) |
Game Six
(CP06-EN020) Dimension Wall TRAP / Normal Trap Activate only when an opponent's monster declares an attack. Instead of you, your opponent takes the Battle Damage you would have taken from this battle. (Common) |
Rating: 2 out of 5 Doesn't negate attacks like Magic Cylinder (YSDS #38), but is an okay alternative. |
Game Six
(CP06-EN019) Magical Hats TRAP / Normal Trap Activate only during your opponent's Battle Phase. Select 2 non-Monster Cards from your Deck and 1 monster you control. Shuffle those 3 cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase. (Common) |
Rating: 1 out of 5 Here's one way to turn a Duel into a confusing mess with no satisfying results. |
Game Six
(CP06-EN018) Cold Wave SPELL / Normal Spell This card can only be activated at the start of your Main Phase 1. Until your next turn, neither player can activate or Set Spell or Trap Cards, or activate their effects. (Common) |
Rating: 2 out of 5 A pretty bold play to make at the start of your turn. Could be useful if you can't play any anyway. |
Game Six
(CP06-EN017) Amplifier SPELL / Equip Spell Equip only to "Jinzo". While this card is equipped, the equipped monster's effect does not negate the effects of its controller's Trap Cards. When this card is removed from the field, destroy the equipped monster. This card's activation and effect cannot be negated. (Common) |
Rating: 2 out of 5 Jinzo's helmet offers some benfit while having Jinzo (#3) out, but takes both cards away when destroyed. |
Game Six
(CP06-EN016) Soul of Purity and Light LIGHT / Effect Monster / Level 6 / ATK 2000 / DEF 1800 (Fairy / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 2 LIGHT monsters from your Graveyard. During your opponent's Battle Phase, monsters they control lose 300 ATK. (Common) |
Rating: 1 out of 5 A loss nowhere near as potent as the one you made to play this. |
Game Six
(CP06-EN015) Majestic Mech - Ohka LIGHT / Effect Monster / Level 6 / ATK 2400 / DEF 1400 (Fairy / Effect) You can Normal Summon this card without Tributing. If you do, it is sent to the Graveyard during the End Phase. (Common) |
Rating: 3 out of 5 They chose wisely to print this over any of the others. (#16) |
Game Six
(CP06-EN014) Theban Nightmare LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 500 (Fiend / Effect) While you have no cards in your hand and in your Spell & Trap Card Zones, this card gains 1500 ATK. (Common) |
Rating: 1 out of 5 Blue-Eyes packs twice the ATK, 5 times the DEF, and good support. |
Game Six
(CP06-EN013) Batteryman AA LIGHT / Effect Monster / Level 3 / ATK 0 / DEF 0 (Thunder / Effect) If all "Batteryman AA"(s) you control are in Attack Position, this card gains 1000 ATK for each. If all "Batteryman AA"(s) you control are in Defense Position, this card gains 1000 DEF for each. (Common) |
Rating: 1 out of 5 They come drained out of the box, making them worthless in any toy they'd be used for. |
Game Six
(CP06-EN012) Sentinel of the Seas WATER / Normal Monster / Level 4 / ATK 1300 / DEF 1000 (Aqua / Normal) A merman warrior dedicated to defending the ocean against anyone who would defile it. (Common) |
Rating: 1 out of 5 So many (#211) better (#60) WATER monsters could've been here. |
Game Six
(CP06-EN011) Mage Power SPELL / Equip Spell The equipped monster gains 500 ATK and DEF for each Spell and Trap Card you control. (Rare) |
Rating: 4 out of 5 A simple, yet powerful effect. Could've stayed foil and I doubt anyone would've complained. |
Game Six
(CP06-EN010) Helios Duo Megistus LIGHT / Effect Monster / Level 6 / ATK ? / DEF ? (Pyro / Effect) You can Special Summon this card by Tributing 1 "Helios - The Primordial Sun". This card's ATK and DEF are equal to the number of removed from play monsters x 200. If this card is destroyed by battle and sent to the Graveyard, Special Summon it during the End Phase, and it gains 300 ATK and DEF. (Rare) |
Rating: 1 out of 5 You'd pretty much need a Macro Cosmos (#57) mirror match to give this guy a significant boost. |
Game Six
(CP06-EN009) Elemental Hero Stratos WIND / Effect Monster / Level 4 / ATK 1800 / DEF 300 (Warrior / Effect) When this card is Normal or Special Summoned, you can select and activate 1 of these effects: ● Destroy Spell or Trap Cards on the field up to the number of other "Elemental Hero", "Destiny Hero" and "Evil Hero" monsters you control. ● Select and add 1 "Elemental Hero", "Destiny Hero" or "Evil Hero" monster from your Deck to your hand. (Rare) |
Rating: 3 out of 5 Get another copy of Stratos to use later. Also searchable with ROTA. (#32) |
Game Six
(CP06-EN008) Super-Electromagnetic Voltech Dragon LIGHT / Effect Monster / Level 5 / ATK 2400 / DEF 1000 (Thunder / Effect) If you Tribute Summon this card by Tributing 1 of the following monsters, it gains the appropriate effect: ● Batteryman D: Negate the effect of a Spell or Trap Card that targets this 1 card. ● Batteryman C: During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. ● Batteryman AA: This card gains 1000 ATK. (Rare) |
Rating: 3 out of 5 The batteries do serve a purpose to charge this up further, but it boasts 2400 ATK all on its own. |
Game Six
(CP06-EN007) Blade Knight LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Warrior / Effect) While you have 1 or fewer cards in your hand, this card gains 400 ATK. If this is the only monster you control, negate the effects of Flip Effect Monsters it destroys by battle. (Rare) |
Rating: 1 out of 5 Dark Ruler Ha Des (#8) is much stronger and affects all Fiends you have out. |
Game Six
(CP06-EN006) Call of Darkness TRAP / Continuous Trap Send any monster that was Special Summoned by "Monster Reborn" to the Graveyard. While this card is on on the field, "Monster Reborn" cannot be activated. (Rare) |
Rating: 1 out of 5 Monster Reborn (#30) is at 1, which means very low odds for this. |
Game Six
(CP06-EN005) Blaze Accelerator SPELL / Continuous Spell You can send 1 Pyro-Type monster with 500 or less ATK from your hand to the Graveyard to destroy 1 monster your opponent controls, but you cannot declare an attack during this turn if you do. (Super Rare) |
Rating: 1 out of 5 Scattershot (#10) is the only use with this, and even then you can't attack afterwards. |
Game Six
(CP06-EN004) Phoenix Wing Wind Blast TRAP / Normal Trap Discard 1 card. Return 1 card your opponent controls to the top of its owner's Deck. (Super Rare) |
Rating: 1 out of 5 Only worth it for monsters with Summon requirements, which are few and far between. |
Game Six
(CP06-EN003) Old Vindictive Magician DARK / Effect Monster / Level 2 / ATK 450 / DEF 600 (Spellcaster / Flip / Effect) FLIP: Destroy 1 monster your opponent controls. (Super Rare) |
Rating: 2 out of 5 Can't take down one of your own, but it's only against a single monster. |
Game Six
(CP06-EN002) Destiny Hero - Fear Monger DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1000 (Warrior / Effect) If this card is destroyed by battle and sent to the Graveyard, Special Summon 1 "Destiny Hero" monster from your Graveyard (except a "Destiny Hero - Fear Monger") during your next Standby Phase. (Super Rare) |
Rating: 1 out of 5 By the time it would instill fear, it's already lost. |
Game Six
(CP06-EN001) Rigorous Reaver FIRE / Effect Monster / Level 3 / ATK 1600 / DEF 100 (Plant / Flip / Effect) FLIP: Each player discards 1 card. A monster that destroys this card by battle loses 500 ATK and DEF. (Ultra Rare) |
Rating: 1 out of 5 Literally just a weaker Slate Warrior. (SD8 #5) |