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
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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 in Base form
Fantastic personal damage
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 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
40% Jammer & Poison 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 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
Weapon
Pros
Cons
SBR
Tape
4 Rows
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
() ()
High ATK
Upgraded active
100% Damage Reduction
Needed in SR2/3
1 turn Damage Absorb
+15 Dark & Water
4 SB
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
()
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
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
()
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
Strong personal damage
()
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
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
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
()
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
3 Rows
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 + 2 turn Delay
Active also provides a tri colour board
Super Jammer Resist
Strong personal damage with a 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
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
() ()
Valuable active
RCV & ATK buff
Orb generation
5 turn CD
Super Jammer Resist
2 SBR
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
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
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
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
High personal damage with an L
()
No current team abuses L’s for Fire
More value in other forms
Joey Wheeler Uvo (New)
Pros
Cons
4 SB
Super Poison Resist
Strong personal damage
() ()
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
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
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
+ Latents
6 Effective SB
4 SB + 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
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
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
() + 3 turn Delay
Solid personal damage
()
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
1 SB + 3 Delay
Still relatively few cards can do this
3 niche Killers
Killers are niche
Relatively rare spawns
Relatively underwhelming effect outside Delay
Blue Eyes White Dragon – B
Pros
Cons
4 SB
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
1 turn Damage Absorb is not needed/strong enough for SR2/3
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
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
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
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
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.
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9 thoughts on “Yu-Gi-Oh Collab REM Review – August 2021”
(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.
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?
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.
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.
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.
(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.
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What do you think of Luke and Yoga
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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?
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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.
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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
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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.
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Yeah Bakura on Bakura still works well for Yugi teams but the main downside is how far Yugi can take you overall without a Shield
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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.
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Oh yeah he can def be a leader for challenging content, just mostly his Weapon has significant universal value and Weapons tend to last longer overall
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