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The Skipped Collection Card Ratings (Page 6)
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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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Skipped
Collection 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. ~Rarities: Common (from Astral Pack Six) |
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Pros: Easy to play, searchable Cons: Low DEF, is a Normal Monster |
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Skipped
Collection 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. ~Rarities: Common (from Astral Pack Six) |
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Pros: Easy to play, searchable Cons: Low DEF, is a Normal Monster |
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Skipped
Collection 6
(SC06-EN098) Mavelus WIND / Fusion Monster / Level 4 / ATK 1300 / DEF 900 (Winged Beast / Fusion) "Tyhone" + "Wings of Wicked Flame" (Short Print ~Rarities: Common (from Astral Pack Four) |
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Pros: Easy to play Cons: Poor stats, no effects |
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Skipped
Collection 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 ~Rarities: Common (from Astral Pack Four) |
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Pros: Easy to play, searchable Cons: Low DEF, is a Normal Monster |
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Skipped
Collection 6
(SC06-EN096) Kamionwizard DARK / Fusion Monster / Level 4 / ATK 1300 / DEF 1100 (Spellcaster / Fusion) "Mystical Elf" + "Curtain of the Dark Ones" (Short Print ~Rarities: Common (from Astral Pack Three) |
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Pros: Easy to play Cons: Poor stats, no effects |
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Skipped
Collection 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. ~Rarities: Common (from Astral Pack Three) |
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Pros: Easy to play, searchable Cons: Low DEF, is a Normal Monster |
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Skipped
Collection 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". ~Rarities: Common (from Structure Deck: Soulburner) |
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Pros: Easy to play, supports
Salamangreat
(#33), pretty good effects Cons: Otherwise must be equipped to a Link being used for another Link of the same name to do anything |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Soulburner) |
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Pros: Easy to play, high ATK,
supports Salamangreat and FIRE Links Cons: Low DEF, poor effects |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Soulburner) |
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Pros: Easy to play, searchable,
supports Salamangreat Cons: 0 DEF, minimal effects |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Soulburner) |
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Pros: Easy to play, searchable,
supports Salamangreat and LP Gain Cons: Low DEF, minimal effects |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Zombie Horde) |
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Pros: Easy to play, supports Zombie Cons: Can't use either effect if you control a monster |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Zombie Horde) |
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Pros: Easy to play, supports Zombie,
can recycle itself Cons: Minimal effects, costs a Zombie you control to revive a Zombie |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Zombie Horde) |
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Pros: Easy to play, supports Zombie,
is a Quick-Play Spell Cons: Very poor effects |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Zombie Horde) |
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Pros: Easy to play, supports Zombie,
can steal monsters and recycle itself Cons: Requires a Level 5+ Zombie monster |
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Skipped
Collection 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. ~Rarities: Ultra Rare (from the Phantom Knights Deck in Legendary Hero Decks) |
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Pros: Easy to play, supports
The Phantom Knights
(WIRA #8) Cons: Requires a direct attack to Special Summon |
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Skipped
Collection 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. ~Rarities: Ultra Rare (from the Phantom Knights Deck in Legendary Hero Decks) |
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Pros: Easy to play, supports The
Phantom Knights and DARK Xyz Cons: Link-3, low ATK for Link Rating, can't be Link Material, minimal effects overall |
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Skipped
Collection 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. ~Rarities: Ultra Rare (from the Nordic Deck in Legendary Hero Decks) |
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Pros: Easy to play, supports Nordic
and Aesir Cons: Low ATK for Link Rating, minimal effects |
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Skipped
Collection 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. ~Rarities: Ultra Rare (from the Destiny HERO Deck in Legendary Hero Decks) |
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Pros: Easy to play, supports HERO
and various support cards Cons: Link-2, low ATK for Link Rating, minimal effects |
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Skipped
Collection 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. ~Rarities: Ultra Rare (from the Destiny HERO Deck in Legendary Hero Decks) |
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Pros: Easy to play, searchable Cons: Low DEF, very poor effects |
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Skipped
Collection 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. ~Rarities: Ultra Rare (from the Destiny HERO Deck in Legendary Hero Decks) |
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Pros: Easy to play, supports HERO,
deals piercing damage Cons: Link-3, low ATK for Link Rating, very low ATK boost |