Name: Chris Bains (A.K.A. Tri-Horned Dragon Master)
Email: xanatos2012@yahoo.com
 
Here's my Top Ten List-
 
10. Reinforcements (Trap).  This is a very useful card in most situations.  It adds 500 attack points to one of your monsters         for the one turn it is played.   I combine it with my Tri-Horned Dragon and take out my opponent's Blue-Eyes in one turn.  I       recommend putting 2 or 3 in your deck if you want to use it.
 
 9. La Jinn the Mystical Genie of the Lamp (Monster 1800/1000).  This monster is great to get it out first turn.  The attack is          awesome for a 4 leveled card but it's defense stinks.  But, heck, who's gonna put it on defense.
 
 8. Dark Hole (Magic).  This is one of those so-so cards.  It destroys all of the monsters on the field; your's and your                  opponent's.  So, it has a good and a bad side to it.  Don't use this card unless your opponent has bulked his side of the          field with strong monsters.  You can only put 2 in your deck.
 
 7. Monster Reborn (Magic).  Man, this card rules! You can get a monster card back from the graveyard.  You can even get      back heavy hitters like Blue-Eyes White Dragon, Tri-Horned Dragon, and Dark Magician back without paying the                      sacrifice cost.  The problem is that you can only have 2 in your deck.  Overall, this is an awesome card.
 
 6. Dark Magician (Monster 2500/2100).  This is a powerful card.  Having a high attack and defense is probably the only          good part about this card.  Because of it's at level 7, it requires you to send 2 of your monsters to the graveyard in order      to play it onto the field.  But, when it's there, it's a killer.
 
 5. Tri-Horned Dragon (Monster 2850/2350).  This is the second most powerful card, in terms of attack and defense, in the      Legend of Blue-Eyes set (if you can get one).  It's not much more different than the Dark Magician except for the fact          that it is at level 8 instead of 7 and has high attack and defense.  So, you still need to sacrifice 2 of your monsters to get      it out. 
 
 4. Lord of D. and The Flute of Summoning Dragon (Monster 1200/1100 and Magic).  The reason these 2 cards are tied for      4th is because the only reason they can be useful is combined with each other.  The Flute can only summon 2 dragon          cards as a special summon only when you have a Lord of D. in play on the field.  But, with both together, you can get 2      Blue-Eyes out with no sacrifice costs involved.  And, as long as the Lord of D. stays face up on the field, no dragon           type monsters can be affected by any effects.
 
 3. Aqua Madoor (Monster 1200/2000).  This card only really good for stalling against your opponent and putting it on                  defense.  Power it up with Book of Secret Arts and Umi to boost its defense even more.  Its level is 4 so you can put it          out immediately.  If your deck contains high leveled cards, put all 3 of these into your deck to hold off the opponent.
 
 2. Man-Eater Bug (Monster 450/600).  If you hate "weak" monsters, you probably won't like this one.  But, you might want      to think this card over.  It has real potential and, in my opinion, should be in every deck.  Its flip effect allows you to                 destroy one monster on the field, whether it is your's or your opponents.  But, put it face down in defense mode before      you activate it.  Then, if it gets attacked and, probably killed, you won't lose any life points.
 
 1. Raigeki (Magic).  Geeez, this is such a great card.  I don't have one, myself, but when I played my friend he used it              against me and it totally blew my strategy apart.  Aside from that, my life points were wide open for an attack and he          used that to his advantage by destroying me with Dark Magician.  This card is perfect for a quick surprise attack but              you can only have 2 in his deck.  Still, this is the number one card.