Analysis of Legendary Collection 4: How crappy is it really?
Now that the full spoiler list is out for Legendary Collection 4, it’s time to look back at what mess of a booster we just got.
Stage 1: Origin of the cards:
- Joey cards: 1-81 (81)
- Mai cards + Harpie Support: 82-112 (31)
- Marik cards: 113-138 (26)
- Rex cards + Dino support: 139-169 (31)
- Bandit Keith: 170-182 (13)
- Bonz + Zombie Support: 183-219 (37)
- Para & Dox: 220-234 (15)
- Archfiend Fixes: 235-241 (7)
- Dark World cards: 242-254 (13)
- Gravekeeper Leftovers: 255-261 (7)
- Gamble cards: 262-273 (12)
- Classic Trap Holes: 274-278 (5)
- Random fillers: 279-298: (20)
Total: 298
Stage 2: Differentiation between types of cards
Number of... | Total | Details |
---|---|---|
Normal Monsters | 46 | 19 (Joey) + 3 (Mai) + 9 (Rex) +7 (keith) + 3 (Bonz) + 3 (paradox) + 2 (Archfiend) |
Effect Monsters | 127 | 33 (Joey) + 13 (Mai) + 10 (Marik) + 11 (Rex) + 5 (Keith) + 24 (Bonz) + 7 (paradox) + 3 (Archfiend) + 7 (Dark World) + 5 (Gravekeeper) + 5 (Gamble) +4 (Random) |
Fusion Monsters | 10 | 4 (Joey) + 1 (Rex) + 1 (Bonz) + 2 (Paradox) + 1 (Archfiend) + 1 (Gamble) |
Spell cards | 62 | 16 (Joey) + 8 (Mai) + 6 (Marik) + 5 (Rex) + 6 (Bonz) + 3 (Paradox) + 1 (Archfiend) + 5 (Dark World) + 2 (Gravekeeper) + 1 (Gamble) + 9 (random) |
Trap cards | 53 | 9 (Joey) + 7 (Mai) + 10 (Marik) + 5 (Rex) + 1 (keith) + 3 (Bonz) + 1 (Dark World) + 5 (Gamble) + 5 (Trap Hole) + 7 (random) |
Stage 3: Value or usefulness
Category | Nr of cards | Explanation |
---|---|---|
New “new” cards | 2/5 | 3 Promo cards in each box + Harpie Dancer and Sixth Sense (which is limited until the end of year). Promo’s won’t have any value, though. |
New “Old” vanilla cards | 0/18 | Collectors will want them, but considering they're all common, they won't have much value. |
Other vanilla cards | 2/28 | Secret Rare Sabersaurus and Kabazauls are worth something, but even then: who plays these 2 cards with only 1 Rescue Rabbit? |
Number of Forbidden Cards | 1/11 | Forbidden Cards are nice to have, but as long as they’re forbidden they won’t have much value.. The only card I see that will have some value is Secret Rare Pot of Avarice (which didn't get reprinted last time). For the list, see details (*). |
First reprints of useful or hard to get cards | 7 | See list in details: (**). There are other hard-to-get cards in here, but those already have had 2 or more prints or are generally not used. |
Other interesting foil reprints | 15 | Regularly used cards in Super rare or higher. See list in details (***) |
Total of "value" cards (from $4 onward) | 28/298 | 2 New cards, 2 secret vanilla’s, 7 first reprints and 15+1 interesting foil cards. |
- (*): Forbidden cards: Fiber Jar, Raigeki, Monster Reborn, Pot of Greed, Giant Trunade, Premature Burial, Harpie’s Feather Duster, Solemn Judgment, Heavy Storm, Super Rejuvenation, Pot of Avarice.
- (**): First reprint of decent/good cards: Imperial Iron Wall, Chaos Trap Hole, Gravekeeper’s Stele, Snoww unlight of Dark World, Skull Conductor, Harpie Queen, Harpie’s Pet Dragon.
- (***): Interesting foils: Red-Eyes Darkness Metal Dragon, Foolish Burial, Bottomless Trap Hole, Harpie Lady #1, Elegant Egotist, Hysteric Party, Book of Life, Broww, Sillva, Goldd, Dark World Lightning, Gates of Dark World, Gravekeeper’s Spy, Reinforcement of the Army, Trade-In.
- Note to the previous list: I did not mention the cards that have an exact same rarity in previous LC. Due to that, they have less value: This includes Monster Reborn, Heavy Storm, Mirror Force, Mystical Space Typhoon, Book of Moon, Torrential Tribute and Compulsory Evacuation Device.
Final stage: The Ratio of pulling a Sixth Sense per case of LC04
The most expensive card from the set is obviously Sixth Sense (until it becomes forbidden at the end of the year). How high its value will rise is unknown, but it might get crazy, considering it’s a busted card.
How hard is it to actually pull it from a box? Thank god I didn't have to calculate that, somebody did the calculations for me (forgot his name though, sadly enough). The amount of Sixth Sense per case = 1.59. That means 1-2 per case (which consists of 12 boxes of LC04). That’s… not much.
Also, I saw a massive booster opening, confirming the low pull ratio of Sense. I even heard comments of people opening a case and getting no Sixth Sense at all. And next to that, I noticed in those video's that you have on average of 1-3 vanilla's per booster in general.
Conclusion
I could rant for hours about reasons why this set is so bloody awful. But I think the numbers speak for themselves, don’t they? In the entire set, there are less than 30 cards that will have some (initial) value. Don't forget the value drops after a month or two; just look at the current prices of LC3 cards.
If you open 1 box of LC04, you will have a dozen vanilla monsters, a lot of cards you don’t give a rat’s ass about and if you’re lucky a handful of cards you like. And you have about 13% chance of pulling a Sixth Sense!
But if you’re a Harpie fanboy or if you like to pimp your Dark World deck, you can open a box and have several of the cards you want. So it’s not a total loss, I guess?
But let me just say: If you're on a budget and you don’t plan of attending a qualifier, YCS, ARGOpen or YGO Extravaganza, this year, don’t buy this set. You’re wasting your money! People that do attend will buy tons of this box, just to obtain a Sixth Sense, obviously making all other cards in this set cheap as dirt. Trade the cards you want from this set.
Personally, I’m going to buy (only) 1 of it, just for the tokens, the Joey cardboard and to have a shot at gambling for that sixth sense (lol). But let's just say I'm going to have low expectations of what' going to be in that box.
V out.
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