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Reader's Top Ten Lists
Okay, time to talk about some of the most ill-conceived deck
themes in the game. Most of these were conceived before
2010, so quality control has been getting a bit better.
The criteria:
1. There must be more than 5 cards released (preferably 10+)
for the theme
2. This list is not necessarily about bad deck themes or
deck themes that lacked support. Moreso, about poorly
designed ones. Themes that are based on a horrible set of
mechanics or are needlessly difficult to play.
10. Amazoness
From the start, all the Amazoness cards were weak and there
was no core concept that they were based around. Each of
them were so different from each other and none of them were
good. Numerous times Konami has released more Amazoness
cards to add support, but still none of them were good.
9. Unions
Introduced in Magician's Force, unions were designed to work
in pairs, to protect each other. The problem is that you
need to draw both at the same time. Lots of unions were
made (including the ill-fated XYZ Dragon Cannon archetype)
but lacked speed and the ability to +1.
8. LV Monsters
LV monsters do have some potential, I guess, if they were to
support them. But the fundamental problem is that using 1
LV family (such as Horus or Armed Dragon) wouldn't be enough
to justify a whole deck since there are only ~3 in any given
family. And using multiple LV families would make the deck
inconsistent. That, and there's always the risk of drawing
Horus LV8 before you even draw Horus LV4 or find a way to
bring out Horus LV6.
7. Senets
For those who don't know, Senets focus on positioning such
as rows and columns. Cards like Alien Mars, Flash of the
Forbidden Spell and Senet Switch. Decks of these types
aren't viable. Probably because people don't pay attention
to their field positioning when they play because they're
not catering to the 1% extreme of facing a deck that focuses
on it. Maybe Konami was dumb for putting faith in us to
follow these rules, or maybe it's our faults. Who knows.
6. Chain Effects
Cards like Lightning Punisher and Chain-Strike were given
the better part of an entire set to coalesce into a
deck-type. The problem is that they take more effort to
resolve than they are worth, and if they were to ever
resolve, they risk being broken or a rogue deck that can
throw off tournament results. Look at chain-burn, for
example.
5. Ally of Justice
An entire archetype was devoted to countering LIGHT monsters
and it couldn't even do that. None of the Ally of Justice
cards were worthy anti-LIGHT side options alone. And with
decks out there like Hunder, Constellar and Lightsworns, you
would figure an anti-LIGHT archetype would have a place.
But those decks would win even against an AoJ deck built
specifically to counter them. The problem is when you are
facing 90% of the decks out there that aren't LIGHT based
and they become useless. They could be worked into
something better if they were given a personalized DNA
Transplant card or something, but still.
4. Destiny Hero
All DHERO's ever were were just clones of E-Hero's. Except
weaker, and without a litany of fusions. Some of them, such
as DHERO Malicious, DHERO Disk Commander and Destiny Draw
helped create a Monarch engine for their time, but the theme
itself was lacking. It never was a theme like the EHERO's
were. More so just a parody of EHERO's minus any actual
cohesion.
3. Arcana Force
Based on tarot cards, the deck had interesting potential.
The problem was, first of all, the luck factor. But even
if you consistently got off their effects, they weren't
good. They didn't have any unifying sets of principles in
their effects aside from "heads good and tails bad". Maybe
this deck is fixable, but it would take a lot of work since
it started on a weak foundation.
2. Archfiends
Introduced in Dark Crisis, based on chess pieces (and since
then, they've become based on whatever random idea pops in
Konami's head). The entire deck bases itself off Terrorking
Archfiend, which is no longer as powerful as it used to be
since it was conceived in an era where 2000 ATK was strong
and flip-effects were a big issue. Rolling the die to
negate card effects was inconsistent. And "not having to
pay LP costs" is hardly a positive incentive. Even with the
translations errors resulting in extra support for
Archfiends worldwide, none of those cards did them any good.
1. Guardians
By far, the worst of all the worst. This one doesn't only
take the cake. It takes the entire bakery. That's how bad
it is. So, there are 5 or so different Guardians and before
you summon them, you need to have the correct equip card
equipped to a monster first. Good luck summoning a monster
to equip a card to in a deck where you can't summon monsters
unless you have an equip.
A vicious cycle. And no support cards to alleviate that
issue either. That, and the effects of most of the cards
aren't good (and the best Guardian equip card is banned due
to a combo loop). What exactly do you do when you have
Guardian Axe - Grarl and Guardian Ceal in your hand. Only
god knows.
Contact:
banefulscolumn@gmail.com
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