Yu-Gi-Oh Collab REM Review – August 2021

Introduction

The Yu-Gi-Oh Collab makes their second return to North America amidst a sea of buffs and new cards. As a whole, this event is home to a wide variety of valuable cards with the bottom rarity having value. In fact, I still use two of the 5-star cards (Kuriboh Weapon and Fortress Dragon ) and will most likely continue to do so moving forward.

As such, if you are a player who has never rolled in this event before, it is in your best interest to do so as it does feature unique cards with value sprinkled throughout all rarities along with Weapon Assists for all cards. On the flip side, there are no new bottom rarity cards which lowers the motivation to roll again if you have already done so in the past.

Due to continuing wrist pains, I have only done Pros & Cons for each card and did skip over underwhelming Weapons.

Video commentary


Overview

All Monster information gathered via Tsuabki Bot (Discord Bot) and monster icons come from PADx

Yu-Gi-Oh REM Pros & Cons – August 2021
Pros
Cons
  • All cards have a Weapon Assist
  • Value can be found at all rarities
  • All cards feature 8 Latent slots
    • Even those that Transform
  • Cannot Monster Exchange for 6-stars
  • No new bottom rarity cards
    • Lower motivation to roll again

 

Yu-Gi-Oh REM
7 Star base
(8% total)
6 Star base
(51.4% total)

5 Star base
(40.6% total)
Icons show Base form/form they come out in
Yu-Gi-Oh Rankings – August 2021
S
A
B
C    
D

Order within each tier is random and not reflective of ranking

Bottom rarity quick summary

The bottom rarity should be the main motivation to roll in an event and the following chart shows all the 5-star Rankings. In total, they comprise 40.6% of the rolling pool.

Yu-Gi-Oh Bottom Rarity (5*) REM Rankings – August 2021
S
A
B
C  
D

7 Star base

Pegasus (New) – S

Pros
Cons
  • Orb Skin
    • Directly purchasable
  • 1 SB Skill Boost in Base form
  • Fantastic personal damage
    • 45 45
    • High base ATK
  • Unique Leader Skill
    • +0.15x for each typing present
      • Can lead to large multipliers
    • Can asymmetrically pair with Yugi
  • Powerful 2 turn active
    • Unlock, +5 Dark, Lock Dark
  • Orb Skin
    • Have to roll
  • No SBR Skill Lock Resist in either form
  • Requires 3 specific typings
    • Not truly bad as it is flexible
  • Opportunity cost of not using Weapon
    • By far his best form

 

Weapon

Pros
Cons
  • SB Skill Boost
  • 40% Jammer Jammer Resist & Poison Poison resist Resist
  • Outstanding active
    • 13 turn CD
    • 100% Shield
      • Needed for SR2/3
    • 3 turn Damage Absorb Void
      • Needed everywhere but SR2
    • Solves 2 key mechanics
      • Frees up additional inheritance slots
  • One of the best Weapons in the game
  • Will be invaluable in future Mysterious Dimensions Dungeon
    • New end game dungeon
  • Have to roll, cannot Monster Exchange
Orb Skin


Yugi – A

Pros
Cons
  • 1 SB Skill Boost in Base form
  • Powerful VDP potential
  • Outstanding 6 turn CD post-Transform
    • Fire, Water, & Hazards to Dark
    • +3 Combos
    • 2 turn Damage Absorb Void
      • Useful everywhere but SR2
  • Big multipliers
    • 3x HP & RCV
    • 27x ATK
    • 6M Auto Follow Up
  • Immune to Poison damage
  • No Damage Reduction
    • Needs a Shield to survive Gravity-based attacks
    • Solved via Sakura
      • Strong pairing but not enough overall
  • LS restricted to Devils
  • No personal damage without VDP
Yugi Uvo

Pros
Cons
  • Super Blind Resist
  • Huge personal damage
    • Massive ATK stat
    • Great candidate for Double Damage Cap
  • Valuable active
    • 2 turn Delay
    • Full Awoken Bind clear
    • Row of Dark & Light
  • Active does not clear Unmatchable
    • Have to use a different Cleric
  • Opportunity cost of not using other form as a leader
    • Less relevant if you have strong leads already
  • No personal damage vs Voids
  • No SBR Skill Lock Resist
Weapon

Pros
Cons
  • SBR Skill Lock Resist
  • Tape
  • 4 Rows Dark row
  • Interesting active
    • 2 turn Delay
    • Full Awoken Bind clear
    • Row of Dark & Light
  • Active does not clear Unmatchable
  • Delay is only 2 turns
    • Does not excel in either category
  • Tape Resist is not truly needed for SR1,2,3

Kaiba – S

Pros
Cons
  • 5 unique forms!
    • One will have merits for you
  • Massive Damage Reduction via LS
    • Just needs to match 6 or more Water
  • Active generates 2 rows of Water
    • No Skyfalls
    • 3x ATK
  • Strong VDP damage
  • Must match 6 or more Water orbs to function
  • Other forms have more value
  • Only has personal damage with VDP
Uvo Kaiba 1

Pros
Cons
  • Super Poison Resist
  • Significant personal damage
    • 45 45 45 (45) ()
    • High ATK
  • Upgraded active
    • 100% Damage Reduction
      • Needed in SR2/3
    • 1 turn Damage Absorb
    • +15 Dark & Water
  • 4 SB Skill Boost
  • Massive Damage Reduction via LS
    • Just needs to match 6 or more Water
  • Must match 6 or more Water orbs to function as a leader
  • Other forms are tremendously powerful
Uvo Kaiba 2 (New)

Pros
Cons
  • Massive personal damage
    • HUGE ATK stat
    • 45 45 45 ()
    • Great candidate for Double Damage Cap
  • Passive Damage
  • Fantastic active
    • 50% Damage Reduction for 3 turns
      • Needed in SR2/3
    • 3x ATK
    • 3 turn Delay
      • Aids Transforming or stalling
  • Large stats all around
  • Strong LS multipliers
    • Easy to activate
    • Can use any Water sub
    • Large Auto Follow Up
  • Lower Damage Reduction via LS
    • Makes it harder to pair with Natsuru
    • Offset by his own Shielding active
Weapon 1

Pros
Cons
  • 1 SB Skill Boost
  • Team HP
  • Team RCV
  • +1.5s movement time
  • Upgraded active
    • 100% Damage Reduction
      • Needed in SR2/3
    • 1 turn Damage Absorb
    • +15 Dark & Water
  • A great “I don’t know what to inherit inherit”
  • Opportunity cost of not using new Uvo form
Weapon 2 (New)

Pros
Cons
  • Fantastic active
    • 50% Damage Reduction for 3 turns
      • Needed in SR2/3
    • 3x ATK
    • 3 turn Delay
      • Aids Transforming or stalling
  • 2 Team HP
  • Enhanced Water Combo
  • Only truly shines for Water teams
    • Might as well use new Uvo form instead

Marik – A

Pros
Cons
  • Large personal damage
    • 45 45 45 TPA TPA (45)
  • Super Poison Resist
  • Valuable active
    • ATK & RCV buff
    • Unlock
    • Makes Dark & Hearts
  • LS has respectable multipliers
  • Hard to use TPA
    • Most Dark teams are blob-oriented
  • LS needs a Healing Solution
  • Lacks an ideal pairing for Auto Follow Up
Marik Uvo

Pros
Cons
  • Super Jammer Resist
  • 4 SB Skill Boost
  • Strong personal damage
    • 45 (45)
  • Full Cleric active
    • Clears all Binds, Awoken Binds, Unmatchable
  • 1 turn Void Damage Void
    • Aids Rainbow teams
  • GH Belial is superior
    • Same colours
    • Faster charging active
      • 5 vs 10 turns
    • Provides a Healing Solution
    • Used on basically every team
  • 10 turn CD is quite long nowadays for a Full Cleric active
Weapon

Pros
Cons
  • Full Cleric active
    • Clears all Binds, Awoken Binds, Unmatchable
  • 1 turn Void Damage Void
    • Aids Rainbow teams
  • Cloud Resist
  • Does not truly stand out compared to other Full Cleric options
    • Still valuable but greatly falls off if you have other options
  • Awakenings are average

6 Star Base

Exodia Weapon 1 (New) – S

Pros
Cons
  • 100% Blind Resist Blind Resist
  • Powerful active
    • 1 turn Damage Absorb Void
    • 1 turn Void Damage Void
    • 10x ATK
      • Damage will be absurd
  • Can only acquire via Rolling
  • Other forms have more value
Exodia

Pros
Cons
  • Powerful active
    • 1 turn Damage Absorb Void
    • 1 turn Void Damage Void
    • 10x ATK
      • Damage will be absurd
  • HUGE personal damage with Cross
      • 97.7x personal damage vs all spawns
    • Massive ATK stat
    • Can double Damage Cap with ease
      • Even sub attribute will deal huge damage
  • Catapults Phyllis even higher
    • The single best damage stick possible
  • Ideal team needs 2 Exodia
    • 1 turn Damage Absorb is not sufficient for SR3
  • Have to roll
    • Cannot Monster Exchange
    • Odds are not in your favour
  • Only truly shines on Phyllis teams
Exodia Weapon 2

Pros
Cons
  • 1 SB Skill Boost
  • Bind Immunity
  • Team HP
  • Team RCV
  • Powerful active
    • 1 turn Damage Absorb Void
    • 1 turn Void Damage Void
    • 10x ATK
      • Damage will be absurd
  • Opportunity of not using as a sub for Phyllis teams
    • Not relevant if you don’t have Phyllis
  • 1 turn Absorb Void may not be enough
    • Insufficient for SR3

Weevil (New) – C

Pros
Cons
  • Super Poison Resist
  • Strong personal damage
    • 45 ()
  • Delays all other skills
    • Opposite of Haste
  • Active is underwhelming
    • Delays you…
  • Does not fit well on any current Wood team
    • Nautilus already buffs ATK and does more
  • Cannot find a true use

Weapon

Pros
Cons
  • 60% Poison Resist Poison resist
  • 3 Rows Wood Row
  • Terrible active
    • Self Delays
  • Only useful for awakenings
    • Even then it may not be useful

Rex Raptor (New) – C

Pros
Cons
  • 6 Effective SB
    • 4 SB Skill Boost + 2 turn Delay
    • Active also provides a tri colour board
  • Super Jammer Resist
  • Strong personal damage with a TPA TPA
  • No where to actually take advantage of the TPA
  • Does not fit well on any current team

Weapon

Pros
Cons
  • 2 turn Delay
  • Bind Immune
  • 2 Team RCV
  • TPA TPA
  • More useful compared to Base form
  • Not the strongest Delay
  • May be hard to take advantage of TPA

Summon Skull (New) – B

Pros
Cons
  • Huge personal damage vs Gods
    • God Killer God Killer God Killer () (45)
  • Valuable active
    • RCV & ATK buff
    • Orb generation
    • 5 turn CD
  • Super Jammer Resist
  • 2 SBR Skill Lock Resist
  • Only truly efficient vs Gods
    • Still respectable though
  • Vulnerable to Binds without SA
Weapon

Pros
Cons
  • Valuable active
    • RCV & ATK buff
    • Orb generation
    • 5 turn CD
  • Passive Damage
    • Dark Orb Enhance Dark Orb Enhance
  • Awakenings are basically only offensive
    • Most teams already deal enough damage
    • Survivability/Transforming becomes more important

Téa Gardner & Shining Friendship & Fire Sorcerer – A

Pros
Cons
  • 6 SB Skill Boost
  • Full Cleric active
  • 3 Team RCV
  • Huge RCV stat
  • 10 turns is on the longish side now
  • More universal value as a Weapon
Weapon

Pros
Cons
  • Full Cleric active
  • 2 SBR Skill Lock Resist
    • Aids Fairies who have none
  • Cloud Resist
  • Not a top rarity card
  • Less ideal awakenings unless SBR is needed

Joey Wheeler – A

Pros
Cons
  • 4 SB Skill Boost
  • High personal damage with an L
    • 45 45 (45)
  • No current team abuses L’s for Fire
  • More value in other forms
Joey Wheeler Uvo (New)

Pros
Cons
  • 4 SB Skill Boost
  • Super Poison Resist
  • Strong personal damage
    • 45 (45) ()
    • High ATK
  • Powerful active
    • Counters Unmatchable
      • Causes Darks to be unmatchable for 1 turn
    • 1 turn Damage Absorb Void
      • Valuable for SR1 and lower
    • 3x ATK
    • 7 turn CD
  • 1 turn Damage Absorb is insufficient for SR2/3
    • Main appeal for the active
Weapon 1

Pros
Cons
  • L
  • Bind Immune
  • SBR Skill Lock Resist
  • 200x ATK Button
    • May not be enough though
  • Primarily used for awakenings
  • New Weapon may be more useful
Weapon 2

Pros
Cons
  • L
  • Physical Killer physical killer
    • Highly relevant for SR2
  • Team HP
  • 1 turn Damage Absorb Void
    • 7 turn CD
    • Fantastic for SR1 and below
  • 1 turn Damage Absorb is insufficient for SR3
    • Needs 2 turns
    • SR2 does not need this
  • Active is horrible for Dark teams

This will be his best form


Mai Valentine – C

Pros
Cons
  • Strong personal damage vs Physical
    • physical killer physical killer physical killer + Latents
  • 6 Effective SB
    • 4 SB Skill Boost + 2 Delay
  • Highly niche overall
  • Only effective vs Physical
Weapon

Pros
Cons
  • 2 turn Delay
  • Team RCV
  • Only 2 turn Delay
    • So many other options
  • Lower quality Delay option

Bakura – B

Pros
Cons
  • 4 SB Skill Boost
  • Outstanding personal damage when matching Poison
    • ()
    • High ATK
  • 4 turn full board changer
    • Dark, Heart, Poison
  • Super Blind Resist
  • Reliant on Poison Orbs
    • Incredibly difficult to make work
    • Not truly efficient
      • Yugi  & Dino are potential leads
    • Poison Orbs dilute board
  • I do not foresee the Poison meta ever truly taking off
  • No SBR Skill Lock Resist
    • Dino also has no SBR
  • Vulnerable to Binds
    • Own Weapon solves this
Weapon

Pros
Cons
  • Poison Blessing
    • 2x personal damage for owning card
  • Poison Orbs are not helpful for the vast majority of teams

Dark Magician – B

Pros
Cons
  • 7 Effective SB Skill Boost
    • () + 3 turn Delay
  • Solid personal damage
    • 45 45 ()
    • High ATK
    • 8 Latent slots
    • Can use any Killer
  • Super Poison Resist
  • Strong overlap with Allatu
    • Both have 3 turn Delay, up to 4 SB, & Super Poison
      • DM has better personal damage
      • Allatu has a better active
  • Competes with his own Weapon
    • Strong universal Delay option
Weapon

Pros
Cons
  • 4 Effective SB Skill Boost
    • 1 SB + 3 Delay
      • Still relatively few cards can do this
  • 3 niche Killers
    • 42 44 
  • Killers are niche
    • Relatively rare spawns
  • Relatively underwhelming effect outside Delay

Blue Eyes White Dragon – B

Pros
Cons
  • 4 SB Skill Boost
  • Outstanding VDP potential
    • ()
    • High ATK
  • 1 turn Damage Absorb Void
    • 9 turn CD
    • Makes Column of Light & Water
  • Essentially no personal damage without VDP
  • 1 turn Damage Absorb is not needed/strong enough for SR2/3
    • Works well for SR1/AA4
Weapon

Pros
Cons
  • 1 turn Damage Absorb Void
    • 9 turn CD
    • Makes Column of Light & Water
  • >50% HP
  • 2 OE blue + orb
  • 1 turn Damage Absorb is not needed/strong enough for SR2/3
    • Works well for SR1/AA4
  • Overlaps with Blue Samurai 3
    • Both have 1 turn Damage Absorb Void
    • Samurai 3 has better universal awakenings
Orb Skin


Dark Magician Girl – C

Pros
Cons
  • 3 turn CD
    • Unlock + Orb Generation
    • Easy to inherit over
  • 2-4 SB
    • ()
  • Fortress Dragon may be more efficient
    • 6 Effective SB
      • 3 SB + 3 Haste
    • Transforms into DMG
      • Does lose out on SA
  • Mixing 2 colour Rows is awkward
Weapon

Pros
Cons
  • SBR Skill Lock Resist
  • Bind Immune
  • Low base CD
    • Can accidentally overcharge
    • Not always the best as an inherit
  • Mixing 2 Rows is inefficient


5 Star base

Gandora – C

Pros
Cons
  • 4-5 SB Skill Boost
  • Respectable personal damage
  • Active is underwhelming
    • Gemstone-style actives are mediocre now
  • Does not generate Dark Orbs
    • Less efficient for Farming
  • Hard to find a true usage
Weapon

Pros
Cons
  • 2 Team HP
  • Many other 2 Team HP options exist
    • 34 other options HERE
    • This is much weaker compared to most others

Gaia the Fierce Knight – B

Pros
Cons
  • Huge personal damage vs Devils
    • Devil killer Devil killer Devil killer Devil killer (4 Killer Latents)
  • Super Blind Resist
  • 1M Button to all enemies
    • Also spawns 4 columns of Wood orbs
  • 1 SB Skill Boost
  • No damage vs non-Devils
  • Weapon may be easier to use for Farming
Weapon

Pros
Cons
  • Coop Boost Multiplayer Bonus
    • Has no effect on Button damage
  • 1M Button to all enemies
    • Also spawns 4 columns of Wood orbs
    • Inheriting makes it easier to have sufficient SB to activate
  • Only truly shines in Coop
  • Much lower value in solo
  • No value outside Farming

Mystical Elf – C

Pros
Cons
  • Some personal damage
  • Clears all Unmatchable orbs
  • Spawns a column of Hearts
  • Does not fulfil any particular role well
  • Active does not clear Binds/Awoken Binds
    • Only Unmatchable is not enough
  • More value as a Weapon
Weapon

Pros
Cons
  • 80% Jammer Resist Jammer Resist
  • Clears all Unmatchable
  • Active does not clear Binds/Awoken Binds
    • Only Unmatchable is not enough
  • Hard to find a true usage for them outside budget option

Fortress Dragon – B

Pros
Cons
  • 6 Effective SB Skill Boost
    • 3 Haste, 3 SB
      • Haste allows actives to recharge faster
  • Post Transform becomes an orb generator
    • +5 Light & Dark, 3 Hearts
    • 3 turn CD
  • Valuable for Farming
    • Still a budget solution for Transforming
  • No SBR Skill Lock Resist
  • Stronger option now exist for non-Farming content
Weapon

Pros
Cons
  • 2 Team RCV
  • >50%
    • 1.5x more damage for owning card
  • 75% Damage Reduction Shield
    • Saves you from big executes in SR2/3
    • 7 turn CD
  • Competes with Base form
    • Probably have multiple copies any way

Kuriboh – A

Pros
Cons
  • Low cooldown, multi turn shield active
  • No true merit in this form
    • Make Weapon
Weapon

Pros
Cons
  • 2 SBR Skill Lock Resist
    • Valuable for Fairies
  • L
  • Valuable active
    • 5 turns 30% Shield
      • Can save vs Hexa/Gilles <50% hit
      • 5 turns gives more leeway in timing
  • I still use mine from last time
  • If SBR is not needed, less ideal
    • Many other Shielding options exist

Should you roll?

If you have never rolled before, I would highly recommend rolling as there is value at all rarities along with many unique cards that are challenging to replicate otherwise. Furthermore, there are several amazing cards that will greatly bolster any given Monster Box and some can be found at the bottom rarity.

For myself, I have already rolled modestly hard in the past so I have collected all the bottom rarity which greatly lowers my motivation to pull again but I will probably still do a few.

Conclusion

The Yu-Gi-Oh Collab is still a solid event overall as all cards feature Weapon Assists along with value found at all rarities. As such, it is still a good idea to roll, especially if you have never done so in the past.

While the 10 Magic Stone price tag may feel hefty, almost every card can serve a reasonable purpose and the fact that every card comes with a Weapon grants more value.

With that being said, let me know what you think about this event in the comment down below.

Happy Puzzling!

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9 thoughts on “Yu-Gi-Oh Collab REM Review – August 2021”

  1. (Preemptive apologies for wall of text) Pegasus’ weapon will be super useful in the upcoming Mysterious Dimension dungeon, too.

    3 turn damage absorb void: Kanna on F8, Australis on F9, and Water Albrecht once pushed to his 50% super resolve on F13 all have damage absorb. While Australis can be tanked/delayed (3 turns followed by a 972k hit on the 4th and has no status shield), both Kanna and Albrecht require an active. In Albrecht’s case, the active must last at minimum 2 turns as he will have 22.5b hp remaining when the absorb goes up, but 3 turns provides some extra safety.
    1 turn 100% shield: Not strictly necessary, but this could very well save your rear if you’re running a Nautilus pairing and encounter Dark Albrecht on F13. Not only does he have 90b hp, but he also becomes fire attribute below 50% and can be extremely difficult (if not impossible) to take down in 7 turns before he outright executes you. Being able to buy an extra 7 turns makes a huge difference. (As a bonus, having this rolled into one active with damage absorb void frees up an inherit slot!)
    13 turn cd and awakenings: Less stalling needed for actives is always nice and the awakenings are the cherry on top, imho. Most floors kill you on turn 6 (and F12 on turn 7), so you may have to stall a significant number of turns if F13 is Water Albrecht depending on the cd of your damage absorb void active and whether or not you ran into Kanna/Australis.

    This assist is seriously absurd.

    Like

  2. got phyllis, got narcis, got Exodia
    extremely happy right now, just need to gather his arms and legs
    but what other subs rounds out the team, and who do you friend leader with phyllis?

    Like

    1. Phyllis self pairs AFAIK. As for other subs, you still need a cleric. GH Belial is run on everything, and Christmas Tamadra, Araragi, and Alynna are all on color for her. Last slot is whatever you need for the dungeon you’re running.

      Like

      1. I would self pair Phyllis as it closes the active skill loop and it really comes down to what you need to cover for the dungeon

        GH Belial does quite a bit overall for sure as she covers the cleric spot beautfully and 2 colours for SR3

        Again, it is all about the dungeon at hand

        Like

  3. Thanks as always for the write up!

    About Bakura – I still use a Nellie/Yugi pairing and have a Bakura w/ Bakura assist as a sub. Bakura and his poison alone allows me to power through quite a few dungeons because the poison blessing almost always gives you three poison orbs every board. Plus the quick cool downs means he’s almost always ready to go. On top of that, his active plus Nelle’s 7×6 board mean I can always hit a row (or box) and a bunch of combos, negating any combo shield below 10 (at least). Finally, Bakura’s poison use and Yugi’s poison void means I can laugh at all the poison traps and use them to my advantage.

    You’re right about the poison meta probably never taking off, but if you have a Bakura/Bakura assist with a Yugi lead you don’t really need any other poison cards.

    TL;DR – Bakura sub with Yugi lead is a multi-use powerhouse.

    Like

  4. While Pegasus’ weapon is more versatile, the base form can achieve truly absurd HP totals – if you haven’t already watched it, there’s a vid of a Pegasus team that achieved 1 MILLION HP clearing Mysterious Dimension (using 2x SR Loki and the evos of Yugi and Marik as subs, plus Team HP boosting assists like Fagan Rai’s sword and Sosuke’s second assist form). That much HP is more than enough to tank anything that isn’t a 100%+ gravity or the stronger rage hits. So there is absolutely a good reason to consider keeping Pegasus in base form.

    Like

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