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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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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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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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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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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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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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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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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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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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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 |
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Skipped
Collection 6
(SC06-EN080) LANphorhynchus LIGHT / Link Monster / ATK 1200 / Link-2 Links: Bottom Corners (Cyberse / Link) 2 monsters ~Rarities: Common (from Structure Deck: Powercode Link) |
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Pros: Easy to play Cons: Link-2, low ATK for Link Rating, no effects |
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Collection 6
(SC06-EN079) Traffic Ghost DARK / Link Monster / ATK 1800 / Link-3 Links: All 3 Bottom Arrows (Cyberse / Link) 3 monsters ~Rarities: Common (from Structure Deck: Powercode Link) |
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Pros: Easy to play Cons: Link-3, low ATK for Link Rating, no effects |
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Collection 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. ~Rarities: Ultra Rare (from Structure Deck: Powercode Link) |
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Pros: Easy to play Cons: Link-3, low ATK for Link Rating, minimal 1st effect, costs a monster it points to to double its ATK |
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Collection 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. ~Rarities: Common (from Structure Deck: Powercode Link) |
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Pros: Easy to play Cons: Can't be used during Main Phase 1, only Special Summons Level 2 or less monsters |
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Collection 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. ~Rarities: Common (from Structure Deck: Powercode Link) |
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Pros: Easy to play, searchable,
supports Links and linked monsters Cons: Low stat boost, must take at least 2000 damage for a gamble effect |
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Skipped
Collection 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. ~Rarities: Ultra Rare (from Structure Deck: Powercode Link) |
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Pros: Easy to play, somewhat useful
effects Cons: Poor stats for Level, only Normal Summoned without Tributing, must destroy itself to do anything on the field |
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Collection 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. ~Rarities: Common (from Structure Deck: Powercode Link) |
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Pros: Easy to play, very high ATK
for Level Cons: 0 DEF, can't attack Extra Monster Zone monsters, only unaffected by Extra Monster Zone monsters, can't attack directly |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Powercode Link) |
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Pros: Easy to play, high ATK,
supports Cyberse Cons: Low DEF, minimal effects |
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Skipped
Collection 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. ~Rarities: Super Rare (from Structure Deck: Powercode Link) |
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Pros: Easy to play, supports Cyberse Cons: Low stats, doesn't Special Summon, can't add Level 4 or higher Cyberse monsters, no other effects |
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Skipped
Collection 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. ~Rarities: Super Rare (from Structure Deck: Powercode Link) |
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Pros: Easy to play, searchable,
supports Cyberse Cons: Low DEF, must leave the field to do anything |
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Skipped
Collection 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. ~Rarities: Super Rare (from Structure Deck: Powercode Link) |
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Pros: Easy to play, searchable, high
DEF Cons: Minimal effects |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Powercode Link) |
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Pros: Easy to play, searchable, high
DEF, supports Cyberse Cons: Requires a monster that started the Duel in the Main Deck to do anything |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Powercode Link) |
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Pros: Easy to play, searchable Cons: 0 DEF, must be Special Summoned to bring out a Token, no other effects |
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Collection 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. ~Rarities: Super Rare (from Structure Deck: Lair of Darkness) |
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Pros: Easy to play, supports DARK Cons: Opponent chooses destroyed cards, costs a monster with 2000+ ATK to go further |
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Collection 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. ~Rarities: Super Rare (from Structure Deck: Lair of Darkness) |
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Pros: Easy to play, searchable,
supports DARK Cons: Doesn't just Special Summon Tokens to your field |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Lair of Darkness) |
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Pros: Easy to play, searchable, high
DEF, supports DARK Cons: Can't Special Summon non-DARK monsters that turn, low ATK boost, doesn't gain ATK unless you Tribute DARKs |
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Skipped
Collection 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. ~Rarities: Super Rare (from Structure Deck: Lair of Darkness) |
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Pros: Easy to play, supports DARK
and Lair of Darkness Cons: Low stats, minimal effects |
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Skipped
Collection 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. ~Rarities: Ultra Rare (from Structure Deck: Lair of Darkness) |
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Pros: Easy to play, high ATK,
supports DARK Cons: Low DEF, minimal effects |
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Skipped
Collection 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. ~Rarities: Super Rare (from Structure Deck: Wave of Light) |
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Pros: Easy to play, high ATK,
supports Parshath Cons: Fairly costly to activate, Extra Deck Summon isn't properly done |
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Skipped
Collection 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. ~Rarities: Super Rare (from Structure Deck: Wave of Light) |
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Pros: Easy to play, high ATK,
supports LIGHT Fairy Cons: Low DEF, does nothing unless you negate a Spell or Trap Card activation |
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Skipped
Collection 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. ~Rarities: Common (from Structure Deck: Wave of Light) |
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Pros: Easy to play, supports Counter
Traps Cons: Low stats and ATK boost, can't add a Counter Trap unless The Sanctuary in the Sky (#42) is out |
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Skipped
Collection 6
(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. ~Rarities: Ultra Rare (from Structure Deck: Wave of Light) |
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Pros: Easy to play, high ATK,
supports Fairy, Parshath and Counter Traps, deals piercing
damage Cons: Low DEF for Level, largely minimal effects |
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Skipped
Collection 6
(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. ~Rarities: Ultra Rare (from Structure Deck: Wave of Light) |
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Pros: Easy to play, searchable,
supports LIGHT Fairy Cons: Low DEF, costs 2 LIGHT Fairies to add from the Deck to the hand, can't add or Special Summon Level 3 or higher Fairies |