Subject: Yu-Gi-Oh Top 10 List - Top 10 Monsters, Magic and Trap
Yu-Gi-Oh Top 10 List - Top 10 Monsters, Magic and Trap

I am to list my opinions on the best cards in the game. It will be split up into 3 sections...Monsters, Magic and Trap...Enjoy!

Monsters:

10. Kycoo the Ghost Destroyer -- With Fiber Jar lurking around and the rare but still present Necrofear deck, this card could ruin their game. No pesky Skull Lair, no Bazoo against you, no Necrofear either. Not only is it’s effect amazing, but it’s still a great 1800 ATK monster.

9. Bazoo the Soul-Eater -- Regardless of Fiber Jar, this is still one mean card. For a Lv. 4 monster, it can power up to the strength of a Summoned Skull in one turn. It is a good monster eliminator if they have a high attack monster on the field. The fact that this can kill Jinzo and Dark Ruler Ha Des makes me use this in my deck.

8. Marauding Captain -- If you run a warrior deck this is a staple, but even if you don’t you still get an extra free special summon due to its second effect. Instead of putting down a Bazoo (for example) to eliminate your opponents lone monster, put out this card, get out Bazoo for free and do an extra 1200 damage. Also for beatdowns, if you manage to get lucky with this and Goblin Attack Force then the duel could slightly tip in your favor.

7. Spear Dragon -- Unknown to most, you don’t have to keep this in defense mode for a full turn like Goblin Attack Force, you can switch it on your next turn. Still it is likely to die, but increases your chances of keeping it alive. 1900 ATK is of Gemini Elf strength plus it has a built in Fairy Meteor Crush. A very useful card.

6. Penguin Soldier -- It clears the field (most of the time) and can really annoy your opponent. If you send a Lv. 5+ monster back to their hand, they have to find another monster to sacrifice for it. It also leaves the field open for you to reek havoc. Most decks can manage to run one of these.

5. Gemini Elf -- It may seem like a nothing card, but really it is more deadly than people think. Most people cannot manage to get this card, and there is a reason. 1900 ATK with no side effect is very useful. It makes all Harpie’s Brothers, Hysteric Fairies and 7 Colored Fish a thing of the past. This card alone has changed Beatdowns everywhere. If you can manage to get one, get it fast.

4. Dark Ruler Ha Des -- It barely loses to a Summoned Skull and Bazoo, but it’s effect makes up for all of that. In a Fiend/Necrofear deck, you can’t go anywhere without this. Even in a beatdown I recommend this card. If your opponent puts a Witch of the Black Forest down, it won’t work if attack by a Fiend, if they put down a Fiber Jar, won’t work if attacked by a Fiend. It’s an amazing card and powerful to boot.

3. Injection Fairy Lily -- With an open field, it could be game over. When there is an open field and you have Marauding Cpatin and Fairy Injection Lily in your hand, you can get both out due to Marauding Captain’s second effect and *bam* 4600 Life Points are gone from your opponent. This is deadly. But with most cards, only use it if you know how. It’s a tricky card, you shouldn’t use it constantly. You have to use it wisely to make it effective.

2. Fiber Jar -- When this card came out, I didn’t think much of it, but when I’ve seen it used, its a force to be reckoned with. With the common use of Bazoo the Soul-Eater and often a Necrofear, using this card would demonlish their game plan, leaving them with a few less cards to work with. It’s like pressing the reset button on the card game (even though your LP stays the same). Not all decks can use it, but I’d say 8/10 can. It will decrease the popularity of Bazoo and increase the popularity of Kycoo.

1. Jinzo -- This card has changed the game. Traps are probably the biggest threat in Yu-Gi-Oh, but eliminating that threat by summoning a fairly nice attack monster will definitly clinch multiple games. Some say that Summoned Skull and Dark Ruler Ha Des can kill this easily, thus this card isn’t good. Well I disagree, those two cards can be Magic Cylindered, Mirror Forced, etc. This card will make your game much more laid back and less stressful because you don’t have to worry about those pesky traps.

Magic:

10. Snatch Steal -- Using this card properly could win you the game. When they have one monster left, you can Snatch Steal and then sacrifice their monster, or if they are low on Life Points, use Snatch Steal and attack with their own monster. It’s only downfall is that your opponent gains 1000 LP at their Standby phase when Snatch Steal is on the field. But, as I said, if this card is used properly, it can be deadly.

9. United We Stand -- This is the ultimate equip card. By itself its almost as good as an Axe of Despair, but if you can just have one more monster on the field, it becomes so much better. You can’t count out that wicked combo of Scapegoat and United We Stand. Although I don’t even use a Scapegoat, when I saw this combo, I highly considered it.

8. Swords of Revealing Light -- I, personally, do not use this card to stall, I use it to flip my opponent’s monsters before I put a monster down. This card can be the perfect draw if you are against the ropes and just need a bit more time. It also can allow you to have a huge field advantage by creating an attack force while demolishing theirs.

7. Heavy Storm -- Look at number 6, but this just has an extra downfall of destroying your own Magic or Traps on the field, but if used at the right time, this acts as a second Harpie’s Feather Duster.

6. Harpie’s Feather Duster -- The key to winning a game is through Magic and Trap cards in my opinion. This is why this card is so important in a deck. Gets rid of a possible threat.

5. Change of Heart -- Steal an opponent’s monster for a turn at no cost. It can give you an advantage if you steal a Fiber Jar, Cyber Jar or Penguin Soldier, and if you are fortunate enough to have a Lv. 5 or above monster in your hand, use your opponent’s monster as a sacrifice.

4. Graceful Charity -- This is awefully high up on my list. Drawing power in Yu-Gi-Oh is so important that this card is a staple in my opinion. This card helps you cycle through your deck. Although discarding two cards can be costly, if you get lucky enough to hold a Call of the Haunted, Premature Burial or Monster Reborn, you can discard and Reborn.

3. Pot of Greed -- Two free cards. Cuts down your deck size and gives you more options.

2. Monster Reborn -- Seriously, where is the flaw? Get a monster back from your or your opponent’s graveyard

1. Raigeki -- Clear the field for a nice open attack, just like before, where is the flaw?

Traps:

10. Seven Tools of the Bandit -- Traps, mainly the ones I’ve mentioned, can turn the tables in a game. This card can prevent those tables from being turned. Personally I’d rather take the 1000 LP damage from this card than allowing 2500 LP damage from my Summoned Skull running into a Magic Cylinders.

9. Robbin’ Goblin -- A very underrated card. This and Yata-Garasu can allow someone to perform the incredible Yata-Lock with more ease. Hand control along with field control will clinch any game. This trap allows hand control to come more easily.

8. Bottomless Trap Hole -- Destroys a monster, and this includes Special Summon. A very good card. I’d prefer Torrential Tribute, but this card is the next best thing.

7. Solemn Judgement -- A hefty cost, but it can negate EVERYTHING. I use this to clinch a game, that’s it. if you use it too early in the game, you’ll regret it. Although I’ve said this with nearly every card, you have to use this card very wisely to make it effective.

6. Magic Jammer -- Magic is a deadly thing, but this card allows you to save yourself from it. Although not as useful as Imperial Order, still useful. If you run a Necrofear deck, its a free Fiend in the graveyard. if not, this and Sinister Serpent can be very fun.

5. Call of the Haunted -- Another reborn card, what can be better? It can save you from an attack, and sometimes initiate your own game winning attack. If you use this to get Jinzo, it negates Call of the Haunted’s effect, but keeps Jinzo on the field, meaning that if this card is destroyed while Jinzo is out, Jinzo won’t be destroyed. It’s an awesome combo.

4. Imperial Order -- Negates all magic. For the small cost of 700 LP per turn, you can keep this active. But you don’t have to. If used for a turn, its a huge free Magic Jammer. If you continuously use it, it can cause your opponent some trouble.

3. Magic Cylinders -- Negates and attack and sends it right back at your opponent. I love this card. Staple worthy. It’s that simple.

2. Torrential Tribute -- My personal favorite. A dark hole trap card. This can really annoy your opponent when they have finally assembled a huge attack force. It clears the field for your turn. So next turn you can do some heavy damage.

1. Mirror Force -- Not only stops an attack, but destroys the attack force. I’d say this card could be the best card in the game.

Although many won’t agree with my picks, I hope you enjoyed my comments. Feel free to send me feedback at AlphaNova5@aol.com

Written by: AlphaX