MrDolphin's Top 10 General Cards List Hi there, my top 10 will list the best cards in general, its not an all "blockers" or "spell triggers" list, just cards that I MYSELF have found useful/annoying. 10) Unblockables, Specifically Candy Drop: Candy drop, for now, is the best unblockable in my opinion. I find it more useful than KING DEPTHCON himself! Why? Because of speed. If you can get it on the field on your third turn with blockers, it can wreck havoc on your opponent's shields quickly. With Magma Gazer, King Depthcon might be inferior in some situations Pros: 3 cost, unblockable Cons: 1000 attack 9) Laser Wing: 5 cost to make 2 of your monsters unblockable for the turn. This card WINS games. Why? Suppose you have 2 double breakers. Your opponent summons 4+ weak blockers. Too bad you don't have a Holy Awe, but you get the next best thing, Laser Wing. 4 Shields down. This card is the big brother of Sonic wing. Though 5 cost is too much, having a double breaker being an unblockable like a King Dephtcon, it may as well be worth it. Pros: Makes 2 creatures unblockable Cons: 5 cost, Not a spell trigger 8) Bolshack Dragon: This card has the potential to be THE most powerful card in terms of attack and modified strenght right now! A double Breaker and high attacker, it is one tough cookie. And it is also 6 mana cost, lower than most double breakers out right now. The only bad thing I can think of is if you have hardly ANY fire cards in your graveyard/discard pile. If so, then this card is not as strong but still packs a punch. Pros: Capable of high attack, Double Breaker, 6 cost Cons: Few fire cards in discard pile 7) Toel, Vizier of Hope: I have never fought seriously with this card, but a friend of mine told me of a combo with unblockables and this card. Since unblockables are weak, they are bound to get clobbered on the next round. But with Toel, your unblockables are safe unless a card effect allows your opponent to attack untapped monsters. Though the combo is appealing, it isn't "unstoppable", nothing is. Toel, afterall, is weak in attack. A simple crimson hammer can destroy Toel. Also, monsters such as Vampire Silphy and Saucer Head Shark can send monsters with low attack back to the hand. Even so, Toel is weak in power, but mighty in effect. If it was 1000 points stronger, it would make it immune to the low class removal spells. Pros: Untaps monsters, combo'ed with Unblockables for an insane combination Cons: Weak, 5 cost 6) Explosive Fighter Ucarn: My deck's strongest fighter for now. Being a 5 cost 9000 attacker with double breaker is awesome, but you have to discard 2 mana in the process. The discarding mana in fire/grass decks isnt at all that bad, but in other fire decks it can be. But even so, having a 9000 attacker on the 5th turn can be devestating, especiialy if you can get him even earlier than that. Also, it gains some pro points for having a BASE attack of 9000, not a power +xxxx attack sum. Pros: Quick, 5 cost, 9000 attack, Double Breaker Cons: Discards 2 mana 5) Terror Pit: It was either this or spiral gate that I had to decide which was better. For me, spiral gate is sooo much useful in earlier stages. But this is a heck alot useful in the end, where cards such as King Dephtcon come into play. Why not use spiral gate to send him back then? Because HE'LL come back! So, teror pit him, and you have no mroe worries, unless your opponent uses a card to bring him back, but at least they went thrtough all that trouble so it is balanced. The BEST REMOVAL for the later stages, with teleportation. Pros: Destroys 1 monster, spell trigger Cons: Very costly, but worth it 4) King Dephtcon: A serious threat when played. Unless killed in battle or removed by a spell, there is no stopping him. A double breaker and an unblockable, he is really a big tank that must be defeated FAST. His attack power is an average 6000, but who needs attack when you can just double break 100%? If his attack was 7000+, he'll be too strong. Why? With an attack of 6000, he can still be destroyed when tapped by 6000 attackers. Even so, King Depthcon is one of the "strongest" cards out right now. Pros: Unblockable, Double Breaker, 6000 attack Cons: HARD TO FIND(for me), 6000 attack 3) Teleportation: Probably main staple of water decks. This card has so much power in mid/end games. By then, you have at least 8+ mana, and you and your opponents should have a reasonable stalemate unless one of you guys are being clobbered. With this card, you can send those annoying unblockables, or that Gran Gure that you cannot pass. Also, with this, you can get rid of your opponents last blockers to get the win. Best used in mid to end game, where using 2, which would be 10 mana, would usually clear the field. Pros: Sends 2 monsters back, Average Cost Cons: Not a spell trigger, Average cost 2) Spiral Gate: A staple as of now in water mono/multi deck. I find it more useful than teleportation since I can use it earlier and is cheap. It is also a decent spell trigger. In some cases, this spell can save you/help you. For instance, its cheap cost can allow you to bring back your Aqua Sniper and reuse its effect. For 2 mana cost, its cheap yet great effect rival those of teleportation. Best used early on as a regular spell, but is always quite useful when used as a spell trigger. Pros: Spell trigger, cheap, sends a monster back Cons: If opponent has 6+ monsters or a decent amount, sending one is not really gamebreaking 1) Holy Awe: As everyone have stated, this card CAN change the tide of the battle. My first lost was due to this card. Tap ALL monsters, with such an extreme effect, this card can seriously hurt your opponents, or you if used against you. Its best used both a spell trigger, and a regular spell, since it being a spell trigger, you can be protected by an assualted, or unless your opponents doesnt have enough monsters to tap, you can use it regularly and still gain the max effect of this card. Pros: Spell trigger, Taps all opp. monsters Cons: 6 Mana Name: Alvin Venturina Pojo SN: MrDolphin E-mail: Watershaman88@yahoo.com