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The Skipped Collection Card Ratings (Page 7)
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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. 3. List excludes cards that cannot be used in Duels. |
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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) |
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Pros: Easy to play, supports
Cyberdark,
Dragon and Machines Cons: Minimal effects |
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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) |
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Pros: Easy to play, supports
Cyberdark Cons: Doesn't Special Summon, minimal effects |
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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) |
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Pros: Easy to play, supports
Cyber Fusions and Machine Cyber Fusions, is a Quick-Play Spell Cons: Minimal effects |
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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) |
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Pros: Easy to play, searchable, high
DEF, supports Dragon and Machine Cybers Cons: Can only use materials in the Grave once |
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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) |
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Pros: Easy to play, supports Dragon
or Machine Cybers Cons: Low ATK boost, does nothing unless equipped |
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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) |
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Pros: Easy to play, supports Dark
World and Fiend Fusions, is a Quick-Play Spell Cons: Can't banish materials in the hand |
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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) |
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Pros: Easy to play, high ATK, supports
Grapha, Dragon Lord of
Dark World
(#5) Cons: Can't banish materials in the hand |
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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) |
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Pros: Easy to play, supports Dark
World and Fiends, somewhat potent effects Cons: Minimal other effect |
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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) |
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Pros: Easy to play, supports Dark
World and Fiends, somewhat useful effects Cons: Low ATK boost, minimal effects |
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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) |
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Pros: Easy to play, supports Fiends,
is a Quick-Play Spell Cons: Minimal effects, doesn't Special Summon |
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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) |
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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 |
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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) |
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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 |
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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) |
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Pros: Easy to play, high ATK, supports
Dark World Cons: Low DEF for Level, mostly minimal effects |
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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) |
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Pros: Easy to play, supports
Crystal Beasts
(#2) Cons: Costs a Crystal Beast monster to get a support card |
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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) |
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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 |
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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) |
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Pros: Easy to play, supports Crystal
Beast and Ultimate Crystals Cons: Minimal effects, can't control more than 1 copy |
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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) |
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Pros: Easy to play, supports Crystal
Beasts Cons: Minimal effects |
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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) |
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Pros: Easy to play, supports Crystal
Beasts and LP Gain, somewhat useful effects Cons: Other effect is a gamble |
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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) |
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Pros: Easy to play, supports Crystal
Beasts Cons: Minimal effects |
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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) |
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Pros: Easy to play, supports Crystal
Beasts and various support, is a Quick-Play Spell Cons: Requires an Ultimate Crystal monster to do anything |
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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) |
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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 |
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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) |
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Pros: Easy to play, supports Red
Dragon Archfiend and DARK Dragon Synchros Cons: Can't Special Summon non-Banished Synchros |
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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) |
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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 |
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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) |
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Pros: Easy to play, supports Level
8+ Synchros, is a Quick-Play Spell Cons: Largely just a way to Synchro Summon, minimal effects |
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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) |
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Pros: Easy to play, supports Red
Dragon Archfiend and related cards, somewhat useful effects Cons: Can't be used with other Synchros |
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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) |
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Pros: Easy to play, supports Red
Dragon Archfiend, is a Quick-Play Spell, somewhat potent effects Cons: Only lasts until the Damage Step ends |
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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) |
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Pros: Easy to play, high ATK,
supports Fiend Tuners and Synchro Summons Cons: 0 DEF, minimal effects |
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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) |
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Pros: Easy to play, searchable,
supports Level 5+ DARK monsters Cons: Low DEF, minimal effects |
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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) |
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Pros: Easy to play, searchable,
supports Fiends, Red Dragon Archfined and related cards, is a
Tuner Cons: Low DEF, minimal effects |