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The Skipped Collection Card Ratings (Page 7)

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.
3. List excludes cards that cannot be used in Duels.
Skipped Collection 7 (SC07-EN100)
Cyberdark Invasion

TRAP / Continuous Trap
Once per turn: You can activate 1 of these effects;
● Target 1 "Cyberdark" Effect Monster you control; equip 1 Dragon or Machine monster from either GY to it as an Equip Spell that gives it 1000 ATK.
● Send 1 Equip Card you control equipped to a Machine monster to the GY; destroy 1 card your opponent controls.
You can only use each effect of "Cyberdark Invasion" once per turn.
~Rarities: Common (from Structure Deck: Cyber Strike)
Pros: Easy to play, supports Cyberdark, Dragon and Machines
Cons: Minimal effects
Skipped Collection 7 (SC07-EN099)
Cyberdark Realm
SPELL / Continuous Spell
When this card is activated: You can add 1 "Cyberdark" monster from your Deck to your hand, with a name different from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster. You can only use the previous effect of "Cyberdark Realm" once per turn. If you equip a monster from your GY by the effect of a "Cyberdark" monster that activated when it was Normal or Special Summoned, you can equip from your opponent's GY instead. You can only activate 1 "Cyberdark Realm" per turn.
~Rarities: Ultra Rare (from Structure Deck: Cyber Strike)
Pros: Easy to play, supports Cyberdark
Cons: Doesn't Special Summon, minimal effects
Skipped Collection 7 (SC07-EN098)
Cyber Eternal

SPELL / Quick-Play Spell
Target 1 Machine "Cyber" Fusion Monster in your GY; return it to the Extra Deck or Special Summon it, ignoring its Summoning conditions. If a Machine "Cyber" Fusion Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Cyber Eternal" once per turn.
~Rarities: Common (from Structure Deck: Cyber Strike)
Pros: Easy to play, supports Cyber Fusions and Machine Cyber Fusions, is a Quick-Play Spell
Cons: Minimal effects
Skipped Collection 7 (SC07-EN097)
Cyberdark Chimera

DARK / Effect Monster / Level 4 / ATK 800 / DEF 2100
(Machine / Effect)

You can discard 1 Spell/Trap; add 1 "Power Bond" from your Deck to your hand, you can only use Dragon or Machine "Cyber" monsters as Fusion Material this turn, also once when you Fusion Summon this turn, you can also banish monster(s) from your GY as material. If this card is sent to the GY: You can send 1 "Cyberdark" monster from your Deck to the GY, with a different name from the cards in your GY. You can only use each effect of "Cyberdark Chimera" once per turn.
~Rarities: Ultra Rare (from Structure Deck: Cyber Strike)
Pros: Easy to play, searchable, high DEF, supports Dragon and Machine Cybers
Cons: Can only use materials in the Grave once
Skipped Collection 7 (SC07-EN096)
Attachment Cybern

LIGHT / Effect Monster / Level 3 / ATK 1600 / DEF 800
(Dragon / Effect)

You can target 1 Dragon or Machine "Cyber" monster you control; equip this card from your hand or field to it. While this card is an Equip Card, the equipped monster gains 600 ATK. If this card is sent to the GY while equipped to a monster: You can target 1 other Dragon or Machine "Cyber" monster in your GY; Special Summon it. You can only use this effect of "Attachment Cybern" once per turn.
~Rarities: Common (from Structure Deck: Cyber Strike)
Pros: Easy to play, supports Dragon or Machine Cybers
Cons: Low ATK boost, does nothing unless equipped
Skipped Collection 7 (SC07-EN095)
Dark World Accession

SPELL / Quick-Play Spell
During the Main Phase: Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by banishing materials mentioned on it from your field and/or GY. If Fusion Summoning a "Dark World" monster this way, you can also discard monsters as material. During your Main Phase, if this card is in your GY: You can add this card to your hand, then discard 1 "Dark World" monster. You can only use each effect of "Dark World Accession" once per turn.
~Rarities: Ultra Rare (from Structure Deck: Dark World)
Pros: Easy to play, supports Dark World and Fiend Fusions, is a Quick-Play Spell
Cons: Can't banish materials in the hand
Skipped Collection 7 (SC07-EN094)
Grapha, Dragon Overlord of Dark World

DARK / Fusion Monster / Level 10 / ATK 3200 / DEF 2300
(Fiend / Fusion / Effect)

"Grapha, Dragon Lord of Dark World" + 1 DARK monster
When your opponent activates a monster effect, or a Normal Spell/Trap Card, while you have a card(s) in your hand (Quick Effect): You can activate this effect; the activated effect becomes "Your opponent discards 1 card". You can only use this effect of "Grapha, Dragon Overlord of Dark World" once per turn. If this Fusion Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your "Grapha, Dragon Lord of Dark World" that is banished or in your GY, then each player with a hand discards 1 card.
~Rarities: Ultra Rare (from Structure Deck: Dark World)
Pros: Easy to play, high ATK, supports Grapha, Dragon Lord of Dark World (#5)
Cons: Can't banish materials in the hand
Skipped Collection 7 (SC07-EN093)
Dark World Punishment

TRAP / Counter Trap
When a monster(s) would be Normal or Special Summoned: You can negate the Summon, and if you do, destroy that monster(s), then discard 1 Fiend monster. If a "Dark World" monster(s) you control would be destroyed by battle or an opponent's card effect, you can banish this card from your GY instead. You can only use each effect of "Dark World Punishment" once per turn.
~Rarities: Super Rare (from Structure Deck: Dark World)
Pros: Easy to play, supports Dark World and Fiends, somewhat potent effects
Cons: Minimal other effect
Skipped Collection 7 (SC07-EN092)
Dark World Archives

SPELL / Continuous Spell
During your Main Phase: You can discard 1 "Dark World" monster, and if you do, "Dark World" monsters you currently control gain ATK equal to the Level the discarded monster had in the hand x 100, until the end of this turn. If a monster whose original Type is Fiend is discarded from your hand by the effect of a "Dark World" card or an opponent's card effect, even during the Damage Step: You can discard 1 card, then draw 2 cards. You can only use each effect of "Dark World Archives" once per turn.
~Rarities: Ultra Rare (from Structure Deck: Dark World)
Pros: Easy to play, supports Dark World and Fiends, somewhat useful effects
Cons: Low ATK boost, minimal effects
Skipped Collection 7 (SC07-EN091)
Dark World Puppetry

SPELL / Quick-Play Spell
Target up to 3 cards in any GY(s); banish them, then discard 1 Fiend monster. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished Fiend monsters; add it to your hand. You can only activate 1 "Dark World Puppetry" per turn.
~Rarities: Ultra Rare (from Structure Deck: Dark World)
Pros: Easy to play, supports Fiends, is a Quick-Play Spell
Cons: Minimal effects, doesn't Special Summon
Skipped Collection 7 (SC07-EN090)
Parl, Hermit of Dark World

DARK / Effect Monster / Level 1 / ATK 300 / DEF 100
(Fiend / Effect)

If this card is discarded to the GY by card effect: You can target 1 "Dark World" monster in your GY, except "Parl, Hermit of Dark World"; Special Summon it to either field, then, if this card was discarded from your hand to your GY by an opponent's card effect, you can Special Summon, to either field, 1 of your Fiend monsters that is banished, or in your hand or GY. You can only use this effect of "Parl, Hermit of Dark World" once per turn.
~Rarities: Super Rare (from Structure Deck: Dark World)
Pros: Easy to play, searchable, supports Dark World and Fiends
Cons: Low DEF, must be discarded by an opponent's effect to Special Summon anything else
Skipped Collection 7 (SC07-EN089)
Genta, Gateman of Dark World

DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1800
(Fiend / Effect)

You can only Special Summon "Genta, Gateman of Dark World" once per turn. You can discard this card to the GY; add 1 "The Gates of Dark World" from your Deck to your hand. If this card is banished and you control a "Dark World" card: You can Special Summon this card.
~Rarities: Super Rare (from Structure Deck: Dark World)
Pros: Easy to play, searchable, high DEF, supports The Gates of Dark World (#8)
Cons: Low DEF, must be discarded by an opponent's effect to Special Summon anything else
Skipped Collection 7 (SC07-EN088)
Reign-Beaux, Overking of Dark World

DARK / Effect Monster / Level 8 / ATK 3000 / DEF 1800
(Fiend / Effect)

You can Special Summon this card (from your GY) by returning 1 Level 7 or lower "Dark World" monster you control to the hand. If this card is discarded to the GY by card effect: You can add 1 Level 5 or higher "Dark World" monster from your Deck to your hand, except "Reign-Beaux, Overking of Dark World", then, if this card was discarded from your hand to your GY by an opponent's card effect, you can Special Summon 1 Level 4 or lower "Dark World" monster from your Deck or GY to either field.
~Rarities: Ultra Rare (from Structure Deck: Dark World)
Pros: Easy to play, high ATK, supports Dark World
Cons: Low DEF for Level, mostly minimal effects
Skipped Collection 7 (SC07-EN087)
Rainbow Bridge of the Heart

SPELL / Continuous Spell
During your Main Phase, you can Normal Summon 1 "Crystal Beast" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only use each of the following effects of "Rainbow Bridge of the Heart" once per turn. During your Main Phase: You can destroy 1 "Crystal Beast" card you control or in your hand, and if you do, add 1 "Crystal" Spell/Trap from your Deck to your hand. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone, even during the Damage Step: You can target 1 card your opponent controls; return both that card and this card to the hand.
~Rarities: Ultra Rare (from Structure Deck: Legend of the Crystal Beasts)
Pros: Easy to play, supports Crystal Beasts (#2)
Cons: Costs a Crystal Beast monster to get a support card
Skipped Collection 7 (SC07-EN086)
Ultimate Crystal Rainbow Dragon Overdrive

LIGHT / Fusion Monster / Level 12 / ATK 4000 / DEF 0
(Dragon / Fusion / Effect)

1 "Ultimate Crystal" monster + 7 "Crystal Beast" monsters
Must be Special Summoned (from your Extra Deck) during a Duel you Special Summoned an "Ultimate Crystal" monster, by banishing the above monsters from your field and/or GY. While 7 or more of your "Crystal Beast" monsters with different names are banished, this card gains 7000 ATK. If this card has not battled this turn (Quick Effect): You can Tribute this card; shuffle as many cards on the field as possible into the Deck, and if you do, Special Summon any number of your banished "Crystal Beast" monsters.
~Rarities: Ultra Rare (from Structure Deck: Legend of the Crystal Beasts)
Pros: High ATK, supports Crystal Beast and Ultimate Crystals
Cons: 0 DEF for Level, must have 7 different Crystal Beasts banished to gain ATK, Summon requirement, strict materials
Skipped Collection 7 (SC07-EN085)
Crystal Brilliance

TRAP / Continuous Trap
You can only control 1 "Crystal Brilliance". Each "Crystal Beast" monster you control gains ATK equal to its original DEF. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone, even during the Damage Step: You can send this face-up card to the GY; Special Summon 1 "Crystal Beast" monster from your hand or GY, also any damage you take this turn is halved.
~Rarities: Common (from Structure Deck: Legend of the Crystal Beasts)
Pros: Easy to play, supports Crystal Beast and Ultimate Crystals
Cons: Minimal effects, can't control more than 1 copy
Skipped Collection 7 (SC07-EN084)
Crystal Miracle

TRAP / Counter Trap
When a Spell/Trap Card, or monster effect, is activated: Destroy 1 "Crystal Beast" card you control, and if you do, negate that activation, and if you do that, destroy that card. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; place 1 "Crystal Beast" monster from your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Crystal Miracle" once per turn.
~Rarities: Common (from Structure Deck: Legend of the Crystal Beasts)
Pros: Easy to play, supports Crystal Beasts
Cons: Minimal effects
Skipped Collection 7 (SC07-EN083)
Crystal Boon

TRAP / Normal Trap
Special Summon up to 2 "Crystal Beast" Monster Cards from your Spell & Trap Zone, and if you do, gain LP equal to their combined original ATK. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; excavate the top card of your Deck, and if it is a "Crystal Beast" monster, either add it to your hand or Special Summon it. Otherwise, send that card to the GY. You can only use this effect of "Crystal Boon" once per turn.
~Rarities: Common (from Structure Deck: Legend of the Crystal Beasts)
Pros: Easy to play, supports Crystal Beasts and LP Gain, somewhat useful effects
Cons: Other effect is a gamble
Skipped Collection 7 (SC07-EN082)
Crystal Aegis

SPELL / Normal Spell
Target 1 "Crystal Beast" Monster Card you control; destroy it, then Special Summon 1 "Crystal Beast Token" with the destroyed monster's original Type, Attribute, Level, and ATK/DEF. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; Special Summon 1 "Crystal Beast" Monster Card from your Spell & Trap Zone. You can only use this effect of "Crystal Aegis" once per turn.
~Rarities: Common (from Structure Deck: Legend of the Crystal Beasts)
Pros: Easy to play, supports Crystal Beasts
Cons: Minimal effects
Skipped Collection 7 (SC07-EN081)
Awakening of the Crystal Ultimates

SPELL / Quick-Play Spell
Reveal 1 "Ultimate Crystal" monster in your hand, then activate 1 of these effects. If you control an "Ultimate Crystal" monster, you can activate 1 or 2 of these effects in sequence, instead (and do not have to reveal a monster).
● Take 1 "Rainbow Bridge" card or 1 "Rainbow Refraction" from your Deck, and either add it to your hand or send it to the GY.
● Special Summon 1 "Crystal Beast" Monster Card from your hand, Deck, GY, or Spell & Trap Zone.
You can only activate 1 "Awakening of the Crystal Ultimates" per turn.
~Rarities: Common (from Structure Deck: Legend of the Crystal Beasts)
Pros: Easy to play, supports Crystal Beasts and various support, is a Quick-Play Spell
Cons: Requires an Ultimate Crystal monster to do anything
Skipped Collection 7 (SC07-EN080)
Scarred Dragon Archfiend

DARK / Synchro Monster / Level 8 / ATK 3000 / DEF 2500
(Dragon / Synchro / Effect)

1 Tuner + 1+ non-Tuner DARK monsters
This card's name becomes "Red Dragon Archfiend" while on the field or in the GY. If this card is sent from the Monster Zone to the GY: You can Special Summon 1 "Red Dragon Archfiend" from your Extra Deck (this is treated as a Synchro Summon), then, if this card was sent to the GY as Synchro Material for a DARK Dragon Synchro Monster, you can destroy all Attack Position monsters your opponent controls. You can only use this effect of "Scarred Dragon Archfiend" once per turn.
~Rarities: Super Rare (from Structure Deck: The Crimson King)
Pros: Easy to play, high ATK, supports Red Dragon Archfiend (#41) and DARK Dragon Synchros, good effects
Cons: Low DEF for Level, must be Synchro Material to use last effect, only destroys monsters in Attack Mode
Skipped Collection 7 (SC07-EN079)
Red Zone

TRAP / Continuous Trap
When your opponent activates a card or effect while you control "Red Dragon Archfiend" or a Synchro Monster that mentions it: You can target 1 card on the field; destroy it. You can target 1 of your banished DARK Dragon Synchro Monsters; Special Summon it. You can only use each effect of "Red Zone" once per turn.
~Rarities: Common (from Structure Deck: The Crimson King)
Pros: Easy to play, supports Red Dragon Archfiend and DARK Dragon Synchros
Cons: Can't Special Summon non-Banished Synchros
Skipped Collection 7 (SC07-EN078)
Fiendish Golem

TRAP / Normal Trap
Target 1 monster on the field with 2000 or more ATK; banish it (until the End Phase of the next turn), then if you activated this card while you controlled "Red Dragon Archfiend" or a Synchro Monster that mentions it, you can Set 1 "Fiendish Chain" directly from your Deck or GY.
~Rarities: Common (from Structure Deck: The Crimson King)
Pros: Easy to play, supports Red Dragon Archfiend and related cards and
Fiendish Chain
(#64)
Cons: Can't banish monsters with less than 2000 ATK, doesn't banish monster for long
Skipped Collection 7 (SC07-EN077)
Burning Soul

SPELL / Quick-Play Spell
If you control a Level 8 or higher Synchro Monster: Add 1 card from your GY to your hand, except "Burning Soul", then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn after this card resolves, your opponent cannot target Synchro Monsters on the field with card effects. You can only activate 1 "Burning Soul" per turn.
~Rarities: Common (from Structure Deck: The Crimson King)
Pros: Easy to play, supports Level 8+ Synchros, is a Quick-Play Spell
Cons: Largely just a way to Synchro Summon, minimal effects
Skipped Collection 7 (SC07-EN076)
Crimson Gaia

SPELL / Continuous Spell
During your Main Phase: You can add 1 "Red Dragon Archfiend" or 1 card that mentions it from your Deck or GY to your hand, except "Crimson Gaia". When your "Red Dragon Archfiend" declares an attack: You can change all monsters your opponent controls to face-down Defense Position. If a monster(s) on the field is destroyed by battle or card effect: You can Special Summon 1 "Red Dragon Archfiend" from your GY. You can only use each effect of "Crimson Gaia" once per turn.
~Rarities: Common (from Structure Deck: The Crimson King)
Pros: Easy to play, supports Red Dragon Archfiend and related cards, somewhat useful effects
Cons: Can't be used with other Synchros
Skipped Collection 7 (SC07-EN075)
Absolute Powerforce

SPELL / Quick-Play Spell
Target 1 "Red Dragon Archfiend" you control; if that monster you control battles an opponent's monster this turn, apply these effects until the end of the Damage Step.
● It gains 1000 ATK.
● Your opponent cannot activate cards or effects.
● If it attacks a Defense Position monster, inflict piercing battle damage to your opponent.
● Any battle damage your opponent takes from that battle is doubled.
~Rarities: Common (from Structure Deck: The Crimson King)
Pros: Easy to play, supports Red Dragon Archfiend, is a Quick-Play Spell, somewhat potent effects
Cons: Only lasts until the Damage Step ends
Skipped Collection 7 (SC07-EN074)
Bone Archfiend

DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0
(Fiend / Effect)

If this card is in your hand or GY: You can send 1 other card from your hand or field to the GY; Special Summon this card, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK Dragon Synchro Monsters. You can target 1 face-up monster you control that has a Level; send 1 Fiend Tuner from your hand or Deck to the GY, and if you do, increase or decrease that monster's Level by 1. You can only use each effect of "Bone Archfiend" once per turn.
~Rarities: Common (from Structure Deck: The Crimson King)
Pros: Easy to play, high ATK, supports Fiend Tuners and Synchro Summons
Cons: 0 DEF, minimal effects
Skipped Collection 7 (SC07-EN073)
Vision Resonator

DARK / Effect Monster / Level 2 / ATK 400 / DEF 400
(Fiend / Tuner / Effect)

If a Level 5 or higher DARK monster is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Vision Resonator" once per turn this way. If this card is sent to the GY: You can add 1 Spell/Trap that mentions "Red Dragon Archfiend" from your Deck to your hand. You can only use this effect of "Vision Resonator" once per turn.
~Rarities: Ultra Rare (from Structure Deck: The Crimson King)
Pros: Easy to play, searchable, supports Level 5+ DARK monsters
Cons: Low DEF, minimal effects
Skipped Collection 7 (SC07-EN072)
Soul Resonator

FIRE / Effect Monster / Level 3 / ATK 500 / DEF 200
(Fiend / Tuner / Effect)

If this card is Normal or Special Summoned: You can add 1 Level 4 or lower Fiend monster from your Deck to your hand, except "Soul Resonator", also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK Synchro Monsters. If a card(s) you control would be destroyed by card effect, while you control "Red Dragon Archfiend" or a Synchro Monster that mentions it, you can banish this card from your GY instead. You can only use each effect of "Soul Resonator" once per turn.
~Rarities: Ultra Rare (from Structure Deck: The Crimson King)
Pros: Easy to play, searchable, supports Fiends, Red Dragon Archfined and related cards, is a Tuner
Cons: Low DEF, minimal effects